FishNet API Reference

This file combines all DocFX-generated API pages from FishNet into one searchable HTML document.


Class Authenticator

Class Authenticator

When inherited from this can be used to create a custom authentication process before clients may communicate with the server.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
Authenticator
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Authenticating
Assembly: FishNet.Runtime.dll
Syntax
public abstract class Authenticator : MonoBehaviour

Properties

Initialized

True if this authenticator has been intiialzied.

Declaration
public bool Initialized { get; }
Property Value
Type Description
System.Boolean

NetworkManager

NetworkManager for this Authenticator.

Declaration
protected NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

Methods

InitializeOnce(NetworkManager)

Initializes this script for use.

Declaration
public virtual void InitializeOnce(NetworkManager networkManager)
Parameters
Type Name Description
NetworkManager networkManager

OnRemoteConnection(NetworkConnection)

Called on the server immediately after a client connects. Can be used to send data to the client for authentication.

Declaration
public virtual void OnRemoteConnection(NetworkConnection connection)
Parameters
Type Name Description
NetworkConnection connection

Connection which is not yet authenticated.

Events

OnAuthenticationResult

Called when authenticator has concluded a result for a connection. Boolean is true if authentication passed, false if failed. Server listens for this event automatically.

Declaration
public abstract event Action<NetworkConnection, bool> OnAuthenticationResult
Event Type
Type Description
System.Action<NetworkConnection, System.Boolean>

Namespace FishNet.Authenticating

Namespace FishNet.Authenticating

Classes

Authenticator

When inherited from this can be used to create a custom authentication process before clients may communicate with the server.


Class BroadcastHandlerBase

Class BroadcastHandlerBase

Implemented by server and client broadcast handlers.

Inheritance
System.Object
BroadcastHandlerBase
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Broadcast.Helping
Assembly: FishNet.Runtime.dll
Syntax
public abstract class BroadcastHandlerBase

Fields

IteratingIndex

Current index when iterating invokes. This value will be -1 when not iterating.

Declaration
protected int IteratingIndex
Field Value
Type Description
System.Int32

Properties

RequireAuthentication

Declaration
public virtual bool RequireAuthentication { get; }
Property Value
Type Description
System.Boolean

Methods

InvokeHandlers(NetworkConnection, PooledReader, Channel)

Declaration
public virtual void InvokeHandlers(NetworkConnection conn, PooledReader reader, Channel channel)
Parameters
Type Name Description
NetworkConnection conn
PooledReader reader
Channel channel

InvokeHandlers(PooledReader, Channel)

Declaration
public virtual void InvokeHandlers(PooledReader reader, Channel channel)
Parameters
Type Name Description
PooledReader reader
Channel channel

RegisterHandler(Object)

Declaration
public abstract void RegisterHandler(object obj)
Parameters
Type Name Description
System.Object obj

UnregisterHandler(Object)

Declaration
public abstract void UnregisterHandler(object obj)
Parameters
Type Name Description
System.Object obj

Namespace FishNet.Broadcast.Helping

Namespace FishNet.Broadcast.Helping

Classes

BroadcastHandlerBase

Implemented by server and client broadcast handlers.


Interface IBroadcast

Interface IBroadcast

Include this interface on types intended to be used with Broadcast.

Namespace: FishNet.Broadcast
Assembly: FishNet.Runtime.dll
Syntax
public interface IBroadcast

Namespace FishNet.Broadcast

Namespace FishNet.Broadcast

Interfaces

IBroadcast

Include this interface on types intended to be used with Broadcast.


Class AllowMutableSyncTypeAttribute

Class AllowMutableSyncTypeAttribute

Allows a SyncType to be mutable.

Inheritance
System.Object
System.Attribute
AllowMutableSyncTypeAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
public class AllowMutableSyncTypeAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class CustomComparerAttribute

Class CustomComparerAttribute

Method is a comparer for a value type.

Inheritance
System.Object
System.Attribute
CustomComparerAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
public class CustomComparerAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class DefaultDeltaReaderAttribute

Class DefaultDeltaReaderAttribute

Indicates a method is a delta reader. The return type indicates what type the reader is for. This attribute is primarily for internal use and may change at anytime without notice.

Inheritance
System.Object
System.Attribute
DefaultDeltaReaderAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
public class DefaultDeltaReaderAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class DefaultDeltaWriterAttribute

Class DefaultDeltaWriterAttribute

Indicates a method is a delta writer. The first non-extension parameter indicates the type this writer is for. This attribute is primarily for internal use and may change at anytime without notice.

Inheritance
System.Object
System.Attribute
DefaultDeltaWriterAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
public class DefaultDeltaWriterAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class DefaultReaderAttribute

Class DefaultReaderAttribute

Indicates a method is the default reader for a type. The return type indicates what type the reader is for. This attribute is primarily for internal use and may change at anytime without notice.

Inheritance
System.Object
System.Attribute
DefaultReaderAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
public class DefaultReaderAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class DefaultWriterAttribute

Class DefaultWriterAttribute

Indicates a method is the default writer for a type. The first non-extension parameter indicates the type this writer is for. This attribute is primarily for internal use and may change at anytime without notice.

Inheritance
System.Object
System.Attribute
DefaultWriterAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
public class DefaultWriterAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class ExcludeSerializationAttribute

Class ExcludeSerializationAttribute

Type will be excluded from auto serializer creation.

Inheritance
System.Object
System.Attribute
ExcludeSerializationAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
public class ExcludeSerializationAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class IncludeSerializationAttribute

Class IncludeSerializationAttribute

Type will be included in auto serializer creation.

Inheritance
System.Object
System.Attribute
IncludeSerializationAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, Inherited = true, AllowMultiple = false)]
public class IncludeSerializationAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class NotSerializerAttribute

Class NotSerializerAttribute

Method will not be considered a writer or reader.

Inheritance
System.Object
System.Attribute
NotSerializerAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
public class NotSerializerAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class ReadUnallocatedAttribute

Class ReadUnallocatedAttribute

Uses built-in caches to retrieve read classes rather than initializing a new instance. This attribute is primarily for internal use and may change at anytime without notice.

Inheritance
System.Object
System.Attribute
ReadUnallocatedAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Class, Inherited = true, AllowMultiple = false)]
public class ReadUnallocatedAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class UseGlobalCustomSerializerAttribute

Class UseGlobalCustomSerializerAttribute

Used on a type when you want a custom serializer to be global across all assemblies.

Inheritance
System.Object
System.Attribute
UseGlobalCustomSerializerAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.CodeGenerating
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Interface, Inherited = true, AllowMultiple = false)]
public class UseGlobalCustomSerializerAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Namespace FishNet.CodeGenerating

Namespace FishNet.CodeGenerating

Classes

AllowMutableSyncTypeAttribute

Allows a SyncType to be mutable.

CustomComparerAttribute

Method is a comparer for a value type.

DefaultDeltaReaderAttribute

Indicates a method is a delta reader. The return type indicates what type the reader is for. This attribute is primarily for internal use and may change at anytime without notice.

DefaultDeltaWriterAttribute

Indicates a method is a delta writer. The first non-extension parameter indicates the type this writer is for. This attribute is primarily for internal use and may change at anytime without notice.

DefaultReaderAttribute

Indicates a method is the default reader for a type. The return type indicates what type the reader is for. This attribute is primarily for internal use and may change at anytime without notice.

DefaultWriterAttribute

Indicates a method is the default writer for a type. The first non-extension parameter indicates the type this writer is for. This attribute is primarily for internal use and may change at anytime without notice.

ExcludeSerializationAttribute

Type will be excluded from auto serializer creation.

IncludeSerializationAttribute

Type will be included in auto serializer creation.

NotSerializerAttribute

Method will not be considered a writer or reader.

ReadUnallocatedAttribute

Uses built-in caches to retrieve read classes rather than initializing a new instance. This attribute is primarily for internal use and may change at anytime without notice.

UseGlobalCustomSerializerAttribute

Used on a type when you want a custom serializer to be global across all assemblies.


Class NetworkAnimator

Class NetworkAnimator

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkAnimator
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.ResetState(Boolean)
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Animating
Assembly: FishNet.Runtime.dll
Syntax
[AddComponentMenu("FishNet/Component/NetworkAnimator")]
public sealed class NetworkAnimator : NetworkBehaviour

Properties

Animator

The animator component to synchronize.

Declaration
public Animator Animator { get; }
Property Value
Type Description
UnityEngine.Animator

ClientAuthoritative

True if using client authoritative animations.

Declaration
public bool ClientAuthoritative { get; }
Property Value
Type Description
System.Boolean

Methods

CrossFade(Int32, Single, Int32, Single, Single)

Creates a crossfade from the current state to any other state using normalized times.

Declaration
public void CrossFade(int hash, float normalizedTransitionDuration, int layer, float normalizedTimeOffset = 0F, float normalizedTransitionTime = 0F)
Parameters
Type Name Description
System.Int32 hash
System.Single normalizedTransitionDuration
System.Int32 layer
System.Single normalizedTimeOffset
System.Single normalizedTransitionTime

CrossFade(String, Single, Int32, Single, Single)

Creates a crossfade from the current state to any other state using normalized times.

Declaration
public void CrossFade(string stateName, float normalizedTransitionDuration, int layer, float normalizedTimeOffset = -InfinityF, float normalizedTransitionTime = 0F)
Parameters
Type Name Description
System.String stateName
System.Single normalizedTransitionDuration
System.Int32 layer
System.Single normalizedTimeOffset
System.Single normalizedTransitionTime

CrossFadeInFixedTime(Int32, Single, Int32, Single, Single)

Creates a crossfade from the current state to any other state using times in seconds.

Declaration
public void CrossFadeInFixedTime(int hash, float fixedTransitionDuration, int layer, float fixedTimeOffset = 0F, float normalizedTransitionTime = 0F)
Parameters
Type Name Description
System.Int32 hash
System.Single fixedTransitionDuration
System.Int32 layer
System.Single fixedTimeOffset
System.Single normalizedTransitionTime

CrossFadeInFixedTime(String, Single, Int32, Single, Single)

Creates a crossfade from the current state to any other state using times in seconds.

Declaration
public void CrossFadeInFixedTime(string stateName, float fixedTransitionDuration, int layer, float fixedTimeOffset = 0F, float normalizedTransitionTime = 0F)
Parameters
Type Name Description
System.String stateName
System.Single fixedTransitionDuration
System.Int32 layer
System.Single fixedTimeOffset
System.Single normalizedTransitionTime

OnStartClient()

Declaration
public override void OnStartClient()
Overrides
NetworkBehaviour.OnStartClient()

OnStartNetwork()

Declaration
public override void OnStartNetwork()
Overrides
NetworkBehaviour.OnStartNetwork()

OnStopClient()

Declaration
public override void OnStopClient()
Overrides
NetworkBehaviour.OnStopClient()

OnStopNetwork()

Declaration
public override void OnStopNetwork()
Overrides
NetworkBehaviour.OnStopNetwork()

Play(Int32)

Plays a state.

Declaration
public void Play(int hash)
Parameters
Type Name Description
System.Int32 hash

Play(Int32, Int32)

Plays a state.

Declaration
public void Play(int hash, int layer)
Parameters
Type Name Description
System.Int32 hash
System.Int32 layer

Play(Int32, Int32, Single)

Plays a state.

Declaration
public void Play(int hash, int layer, float normalizedTime)
Parameters
Type Name Description
System.Int32 hash
System.Int32 layer
System.Single normalizedTime

Play(String)

Plays a state.

Declaration
public void Play(string name)
Parameters
Type Name Description
System.String name

Play(String, Int32)

Plays a state.

Declaration
public void Play(string name, int layer)
Parameters
Type Name Description
System.String name
System.Int32 layer

Play(String, Int32, Single)

Plays a state.

Declaration
public void Play(string name, int layer, float normalizedTime)
Parameters
Type Name Description
System.String name
System.Int32 layer
System.Single normalizedTime

PlayInFixedTime(Int32, Int32, Single)

Plays a state.

Declaration
public void PlayInFixedTime(int hash, int layer, float fixedTime)
Parameters
Type Name Description
System.Int32 hash
System.Int32 layer
System.Single fixedTime

PlayInFixedTime(Int32, Single)

Plays a state.

Declaration
public void PlayInFixedTime(int hash, float fixedTime)
Parameters
Type Name Description
System.Int32 hash
System.Single fixedTime

PlayInFixedTime(String, Int32, Single)

Plays a state.

Declaration
public void PlayInFixedTime(string name, int layer, float fixedTime)
Parameters
Type Name Description
System.String name
System.Int32 layer
System.Single fixedTime

PlayInFixedTime(String, Single)

Plays a state.

Declaration
public void PlayInFixedTime(string name, float fixedTime)
Parameters
Type Name Description
System.String name
System.Single fixedTime

ResetTrigger(Int32)

Resets a trigger on the animator and sends it over the network.

Declaration
public void ResetTrigger(int hash)
Parameters
Type Name Description
System.Int32 hash

ResetTrigger(String)

Resets a trigger on the animator and sends it over the network.

Declaration
public void ResetTrigger(string name)
Parameters
Type Name Description
System.String name

SendAll()

Immediately sends all variables and states of layers. This is a very bandwidth intensive operation.

Declaration
public void SendAll()

SetAnimator(Animator)

Sets which animator to use. You must call this with the appropriate animator on all clients and server. This change is not automatically synchronized.

Declaration
public void SetAnimator(Animator animator)
Parameters
Type Name Description
UnityEngine.Animator animator

SetController(RuntimeAnimatorController)

Sets which controller to use. You must call this with the appropriate controller on all clients and server. This change is not automatically synchronized.

Declaration
public void SetController(RuntimeAnimatorController controller)
Parameters
Type Name Description
UnityEngine.RuntimeAnimatorController controller

SetTrigger(Int32)

Sets a trigger on the animator and sends it over the network.

Declaration
public void SetTrigger(int hash)
Parameters
Type Name Description
System.Int32 hash

SetTrigger(String)

Sets a trigger on the animator and sends it over the network.

Declaration
public void SetTrigger(string name)
Parameters
Type Name Description
System.String name

Namespace FishNet.Component.Animating

Namespace FishNet.Component.Animating

Classes

NetworkAnimator


Class ColliderRollback

Class ColliderRollback

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
ColliderRollback
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.ResetState(Boolean)
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStopNetwork()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnStartClient()
NetworkBehaviour.OnStopClient()
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.ColliderRollback
Assembly: FishNet.Runtime.dll
Syntax
public class ColliderRollback : NetworkBehaviour

Methods

OnStartNetwork()

Declaration
public override void OnStartNetwork()
Overrides
NetworkBehaviour.OnStartNetwork()

OnStartServer()

Declaration
public override void OnStartServer()
Overrides
NetworkBehaviour.OnStartServer()

OnStopServer()

Declaration
public override void OnStopServer()
Overrides
NetworkBehaviour.OnStopServer()

Class RollbackManager

Class RollbackManager

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
RollbackManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.ColliderRollback
Assembly: FishNet.Runtime.dll
Syntax
public class RollbackManager : MonoBehaviour

Methods

Return()

Returns all ColliderRollback objects back to their original position.

Declaration
public void Return()

Rollback(PreciseTick, RollbackPhysicsType, Boolean)

Rolls back all colliders.

Declaration
public void Rollback(PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Int32, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back all colliders in a scene.

Declaration
public void Rollback(int sceneHandle, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
System.Int32 sceneHandle

Scene handle containing colliders.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Int32, Vector3, Vector3, Single, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back colliders hit by a test cast against bounding boxes, in a specific scene.

Declaration
public void Rollback(int sceneHandle, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
System.Int32 sceneHandle

Scene handle containing colliders.

UnityEngine.Vector3 origin

Ray origin.

UnityEngine.Vector3 normalizedDirection

Direction to cast.

System.Single distance

Distance of cast.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Int32, Vector3, Vector3, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(int, Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics, bool) instead.")]
public void Rollback(int sceneHandle, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
System.Int32 sceneHandle
UnityEngine.Vector3 origin
UnityEngine.Vector3 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost

Rollback(Scene, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back all colliders in a scene.

Declaration
public void Rollback(Scene scene, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene containing colliders.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Scene, Vector2, Vector2, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(Scene, Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics2D, bool) instead.")]
public void Rollback(Scene scene, Vector2 origin, Vector2 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene
UnityEngine.Vector2 origin
UnityEngine.Vector2 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost

Rollback(Scene, Vector3, Vector3, Single, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back colliders hit by a test cast against bounding boxes, in a specific scene.

Declaration
public void Rollback(Scene scene, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene containing colliders.

UnityEngine.Vector3 origin

Ray origin.

UnityEngine.Vector3 normalizedDirection

Direction to cast.

System.Single distance

Distance of cast.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Scene, Vector3, Vector3, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(Scene, Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics, bool) instead.")]
public void Rollback(Scene scene, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene
UnityEngine.Vector3 origin
UnityEngine.Vector3 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost

Rollback(Vector2, Vector2, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics2D, bool) instead.")]
public void Rollback(Vector2 origin, Vector2 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.Vector2 origin
UnityEngine.Vector2 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost

Rollback(Vector3, Vector3, Single, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back colliders hit by a test cast against bounding boxes.

Declaration
public void Rollback(Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.Vector3 origin

Ray origin.

UnityEngine.Vector3 normalizedDirection

Direction to cast.

System.Single distance

Distance of cast.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Vector3, Vector3, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics, bool) instead.")]
public void Rollback(Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.Vector3 origin
UnityEngine.Vector3 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost

Enum RollbackPhysicsType

Enum RollbackPhysicsType

Which physics to apply after rolling back colliders.

Namespace: FishNet.Component.ColliderRollback
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public enum RollbackPhysicsType

Fields

Name Description
Physics
Physics2D

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Namespace FishNet.Component.ColliderRollback

Namespace FishNet.Component.ColliderRollback

Classes

ColliderRollback

RollbackManager

Enums

RollbackPhysicsType

Which physics to apply after rolling back colliders.


Class DistanceCondition

Class DistanceCondition

When this observer condition is placed on an object, a client must be within the specified distance to view the object.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
DistanceCondition
Implements
IOrderable
Inherited Members
ObserverCondition.NetworkObject
ObserverCondition.Order
ObserverCondition.GetIsEnabled()
ObserverCondition.SetIsEnabled(Boolean)
ObserverCondition.Initialize(NetworkObject)
ObserverCondition.Deinitialize(Boolean)
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
[CreateAssetMenu(menuName = "FishNet/Observers/Distance Condition", fileName = "New Distance Condition")]
public class DistanceCondition : ObserverCondition, IOrderable

Properties

MaximumDistance

Maximum distance a client must be within this object to see it.

Declaration
public float MaximumDistance { get; set; }
Property Value
Type Description
System.Single

Methods

ConditionMet(NetworkConnection, Boolean, out Boolean)

Returns if the object which this condition resides should be visible to connection.

Declaration
public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
Parameters
Type Name Description
NetworkConnection connection

Connection which the condition is being checked for.

System.Boolean currentlyAdded

True if the connection currently has visibility of this object.

System.Boolean notProcessed

True if the condition was not processed. This can be used to skip processing for performance. While output as true this condition result assumes the previous ConditionMet value.

Returns
Type Description
System.Boolean
Overrides
ObserverCondition.ConditionMet(NetworkConnection, Boolean, out Boolean)

GetConditionType()

Type of condition this is. Certain types are handled different, such as Timed which are checked for changes at timed intervals.

Declaration
public override ObserverConditionType GetConditionType()
Returns
Type Description
ObserverConditionType
Overrides
ObserverCondition.GetConditionType()

Implements

IOrderable

Class GridCondition

Class GridCondition

When this observer condition is placed on an object, a client must be within the specified grid accuracy to view the object.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
GridCondition
Implements
IOrderable
Inherited Members
ObserverCondition.NetworkObject
ObserverCondition.Order
ObserverCondition.GetIsEnabled()
ObserverCondition.SetIsEnabled(Boolean)
ObserverCondition.Initialize(NetworkObject)
ObserverCondition.Deinitialize(Boolean)
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
[CreateAssetMenu(menuName = "FishNet/Observers/Grid Condition", fileName = "New Grid Condition")]
public class GridCondition : ObserverCondition, IOrderable

Methods

ConditionMet(NetworkConnection, Boolean, out Boolean)

Returns if the object which this condition resides should be visible to connection.

Declaration
public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
Parameters
Type Name Description
NetworkConnection connection

Connection which the condition is being checked for.

System.Boolean currentlyAdded

True if the connection currently has visibility of this object.

System.Boolean notProcessed

True if the condition was not processed. This can be used to skip processing for performance. While output as true this condition result assumes the previous ConditionMet value.

Returns
Type Description
System.Boolean
Overrides
ObserverCondition.ConditionMet(NetworkConnection, Boolean, out Boolean)

GetConditionType()

How a condition is handled.

Declaration
public override ObserverConditionType GetConditionType()
Returns
Type Description
ObserverConditionType
Overrides
ObserverCondition.GetConditionType()

Implements

IOrderable

Class GridEntry

Class GridEntry

Inheritance
System.Object
GridEntry
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
public class GridEntry

Constructors

GridEntry()

Declaration
public GridEntry()

GridEntry(HashSet<GridEntry>)

Declaration
public GridEntry(HashSet<GridEntry> nearby)
Parameters
Type Name Description
System.Collections.Generic.HashSet<GridEntry> nearby

Fields

NearbyEntries

This grid entry as well those neighboring it.

Declaration
public HashSet<GridEntry> NearbyEntries
Field Value
Type Description
System.Collections.Generic.HashSet<GridEntry>

Position

Position on the grid.

Declaration
public Vector2Int Position
Field Value
Type Description
UnityEngine.Vector2Int

Methods

Reset()

Declaration
public void Reset()

SetValues(HashSet<GridEntry>)

Declaration
public void SetValues(HashSet<GridEntry> nearby)
Parameters
Type Name Description
System.Collections.Generic.HashSet<GridEntry> nearby

SetValues(Vector2Int)

Declaration
public void SetValues(Vector2Int position)
Parameters
Type Name Description
UnityEngine.Vector2Int position

SetValues(Vector2Int, HashSet<GridEntry>)

Declaration
public void SetValues(Vector2Int position, HashSet<GridEntry> nearby)
Parameters
Type Name Description
UnityEngine.Vector2Int position
System.Collections.Generic.HashSet<GridEntry> nearby

Enum HashGrid.GridAxes

Enum HashGrid.GridAxes

Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
public enum GridAxes : byte

Fields

Name Description
XY
XZ
YZ

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class HashGrid

Class HashGrid

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
HashGrid
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
public class HashGrid : MonoBehaviour

Class HostOnlyCondition

Class HostOnlyCondition

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
HostOnlyCondition
Implements
IOrderable
Inherited Members
ObserverCondition.NetworkObject
ObserverCondition.Order
ObserverCondition.GetIsEnabled()
ObserverCondition.SetIsEnabled(Boolean)
ObserverCondition.Initialize(NetworkObject)
ObserverCondition.Deinitialize(Boolean)
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
[CreateAssetMenu(menuName = "FishNet/Observers/Host Only Condition", fileName = "New Host Only Condition")]
public class HostOnlyCondition : ObserverCondition, IOrderable

Methods

ConditionMet(NetworkConnection, Boolean, out Boolean)

Declaration
public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
Parameters
Type Name Description
NetworkConnection connection
System.Boolean currentlyAdded
System.Boolean notProcessed
Returns
Type Description
System.Boolean
Overrides
ObserverCondition.ConditionMet(NetworkConnection, Boolean, out Boolean)

GetConditionType()

How a condition is handled.

Declaration
public override ObserverConditionType GetConditionType()
Returns
Type Description
ObserverConditionType
Overrides
ObserverCondition.GetConditionType()

Implements

IOrderable

Class MatchCondition.ConditionCollections

Class MatchCondition.ConditionCollections

MatchCondition collections used.

Inheritance
System.Object
MatchCondition.ConditionCollections
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
public class ConditionCollections

Fields

ConnectionMatches

Declaration
public Dictionary<NetworkConnection, HashSet<int>> ConnectionMatches
Field Value
Type Description
System.Collections.Generic.Dictionary<NetworkConnection, System.Collections.Generic.HashSet<System.Int32>>

MatchConnections

Declaration
public Dictionary<int, HashSet<NetworkConnection>> MatchConnections
Field Value
Type Description
System.Collections.Generic.Dictionary<System.Int32, System.Collections.Generic.HashSet<NetworkConnection>>

MatchObjects

Declaration
public Dictionary<int, HashSet<NetworkObject>> MatchObjects
Field Value
Type Description
System.Collections.Generic.Dictionary<System.Int32, System.Collections.Generic.HashSet<NetworkObject>>

ObjectMatches

Declaration
public Dictionary<NetworkObject, HashSet<int>> ObjectMatches
Field Value
Type Description
System.Collections.Generic.Dictionary<NetworkObject, System.Collections.Generic.HashSet<System.Int32>>

Class MatchCondition

Class MatchCondition

When this observer condition is placed on an object, a client must be within the same match to view the object.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
MatchCondition
Implements
IOrderable
Inherited Members
ObserverCondition.NetworkObject
ObserverCondition.Order
ObserverCondition.GetIsEnabled()
ObserverCondition.SetIsEnabled(Boolean)
ObserverCondition.Initialize(NetworkObject)
ObserverCondition.Deinitialize(Boolean)
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
[CreateAssetMenu(menuName = "FishNet/Observers/Match Condition", fileName = "New Match Condition")]
public class MatchCondition : ObserverCondition, IOrderable

Methods

AddToMatch(Int32, NetworkConnection, NetworkManager, Boolean)

Adds a connection to a match.

Declaration
public static void AddToMatch(int match, NetworkConnection conn, NetworkManager manager = null, bool replaceMatch = false)
Parameters
Type Name Description
System.Int32 match

Match to add conn to.

NetworkConnection conn

Connection to add to match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

System.Boolean replaceMatch

True to replace other matches with the new match.

AddToMatch(Int32, NetworkConnection[], NetworkManager, Boolean)

Adds connections to a match.

Declaration
public static void AddToMatch(int match, NetworkConnection[] conns, NetworkManager manager = null, bool replaceMatch = false)
Parameters
Type Name Description
System.Int32 match

Match to add conns to.

NetworkConnection[] conns

Connections to add to match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

System.Boolean replaceMatch

True to replace other matches with the new match.

AddToMatch(Int32, NetworkObject, NetworkManager, Boolean)

Adds an object to a match.

Declaration
public static void AddToMatch(int match, NetworkObject nob, NetworkManager manager = null, bool replaceMatch = false)
Parameters
Type Name Description
System.Int32 match

Match to add conn to.

NetworkObject nob

Connection to add to match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

System.Boolean replaceMatch

True to replace other matches with the new match.

AddToMatch(Int32, NetworkObject[], NetworkManager, Boolean)

Adds objects to a match.

Declaration
public static void AddToMatch(int match, NetworkObject[] nobs, NetworkManager manager = null, bool replaceMatch = false)
Parameters
Type Name Description
System.Int32 match

Match to add conns to.

NetworkObject[] nobs

Connections to add to match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

System.Boolean replaceMatch

True to replace other matches with the new match.

AddToMatch(Int32, List<NetworkConnection>, NetworkManager, Boolean)

Adds connections to a match.

Declaration
public static void AddToMatch(int match, List<NetworkConnection> conns, NetworkManager manager = null, bool replaceMatch = false)
Parameters
Type Name Description
System.Int32 match

Match to add conns to.

System.Collections.Generic.List<NetworkConnection> conns

Connections to add to match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

System.Boolean replaceMatch

True to replace other matches with the new match.

AddToMatch(Int32, List<NetworkObject>, NetworkManager, Boolean)

Adds objects to a match.

Declaration
public static void AddToMatch(int match, List<NetworkObject> nobs, NetworkManager manager = null, bool replaceMatch = false)
Parameters
Type Name Description
System.Int32 match

Match to add conns to.

System.Collections.Generic.List<NetworkObject> nobs

Connections to add to match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

System.Boolean replaceMatch

True to replace other matches with the new match.

ConditionMet(NetworkConnection, Boolean, out Boolean)

Returns if the object which this condition resides should be visible to connection.

Declaration
public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
Parameters
Type Name Description
NetworkConnection connection

Connection which the condition is being checked for.

System.Boolean currentlyAdded

True if the connection currently has visibility of this object.

System.Boolean notProcessed

True if the condition was not processed. This can be used to skip processing for performance. While output as true this condition result assumes the previous ConditionMet value.

Returns
Type Description
System.Boolean
Overrides
ObserverCondition.ConditionMet(NetworkConnection, Boolean, out Boolean)

GetConditionType()

How a condition is handled.

Declaration
public override ObserverConditionType GetConditionType()
Returns
Type Description
ObserverConditionType
Overrides
ObserverCondition.GetConditionType()

GetConnectionMatches(NetworkManager)

Returns connections and the matches they are in.

Declaration
public static Dictionary<NetworkConnection, HashSet<int>> GetConnectionMatches(NetworkManager manager = null)
Parameters
Type Name Description
NetworkManager manager

NetworkManager to use.

Returns
Type Description
System.Collections.Generic.Dictionary<NetworkConnection, System.Collections.Generic.HashSet<System.Int32>>

GetMatchConnections(NetworkManager)

Returns matches and connections in each match.

Declaration
public static Dictionary<int, HashSet<NetworkConnection>> GetMatchConnections(NetworkManager manager = null)
Parameters
Type Name Description
NetworkManager manager

NetworkManager to use.

Returns
Type Description
System.Collections.Generic.Dictionary<System.Int32, System.Collections.Generic.HashSet<NetworkConnection>>

GetMatchObjects(NetworkManager)

Returns matches and objects within each match.

Declaration
public static Dictionary<int, HashSet<NetworkObject>> GetMatchObjects(NetworkManager manager = null)
Parameters
Type Name Description
NetworkManager manager

NetworkManager to use.

Returns
Type Description
System.Collections.Generic.Dictionary<System.Int32, System.Collections.Generic.HashSet<NetworkObject>>

GetObjectMatches(NetworkManager)

Returns objects and the matches they are in.

Declaration
public static Dictionary<NetworkObject, HashSet<int>> GetObjectMatches(NetworkManager manager = null)
Parameters
Type Name Description
NetworkManager manager

NetworkManager to use.

Returns
Type Description
System.Collections.Generic.Dictionary<NetworkObject, System.Collections.Generic.HashSet<System.Int32>>

RemoveFromMatch(NetworkConnection, NetworkManager)

Removes a connection from all matches.

Declaration
public static void RemoveFromMatch(NetworkConnection conn, NetworkManager manager)
Parameters
Type Name Description
NetworkConnection conn

NetworkConnection to remove.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

RemoveFromMatch(NetworkObject, NetworkManager)

Removes nob from all matches.

Declaration
public static bool RemoveFromMatch(NetworkObject nob, NetworkManager manager = null)
Parameters
Type Name Description
NetworkObject nob

NetworkObject to remove.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

Returns
Type Description
System.Boolean

RemoveFromMatch(NetworkObject[], NetworkManager)

Removes a network object from all matches.

Declaration
public static void RemoveFromMatch(NetworkObject[] nobs, NetworkManager manager = null)
Parameters
Type Name Description
NetworkObject[] nobs

NetworkObjects to remove.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

RemoveFromMatch(List<NetworkObject>, NetworkManager)

Removes network objects from all matches.

Declaration
public static void RemoveFromMatch(List<NetworkObject> nobs, NetworkManager manager = null)
Parameters
Type Name Description
System.Collections.Generic.List<NetworkObject> nobs

NetworkObjects to remove.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

RemoveFromMatch(Int32, NetworkConnection, NetworkManager)

Removes a connection from a match.

Declaration
public static bool RemoveFromMatch(int match, NetworkConnection conn, NetworkManager manager = null)
Parameters
Type Name Description
System.Int32 match

Match to remove conn from.

NetworkConnection conn

Connection to remove from match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

Returns
Type Description
System.Boolean

RemoveFromMatch(Int32, NetworkConnection[], NetworkManager)

Removes connections from a match.

Declaration
public static void RemoveFromMatch(int match, NetworkConnection[] conns, NetworkManager manager)
Parameters
Type Name Description
System.Int32 match

Match to remove conns from.

NetworkConnection[] conns

Connections to remove from match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

RemoveFromMatch(Int32, NetworkObject, NetworkManager)

Removes a network object from a match.

Declaration
public static void RemoveFromMatch(int match, NetworkObject nob, NetworkManager manager = null)
Parameters
Type Name Description
System.Int32 match

Match to remove conn from.

NetworkObject nob

NetworkObject to remove from match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

RemoveFromMatch(Int32, NetworkObject[], NetworkManager)

Removes network objects from a match.

Declaration
public static void RemoveFromMatch(int match, NetworkObject[] nobs, NetworkManager manager = null)
Parameters
Type Name Description
System.Int32 match

Match to remove conns from.

NetworkObject[] nobs

NetworkObjects to remove from match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

RemoveFromMatch(Int32, List<NetworkConnection>, NetworkManager)

Removes connections from a match.

Declaration
public static void RemoveFromMatch(int match, List<NetworkConnection> conns, NetworkManager manager)
Parameters
Type Name Description
System.Int32 match

Match to remove conns from.

System.Collections.Generic.List<NetworkConnection> conns

Connections to remove from match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

RemoveFromMatch(Int32, List<NetworkObject>, NetworkManager)

Removes network objects from a match.

Declaration
public static void RemoveFromMatch(int match, List<NetworkObject> nobs, NetworkManager manager = null)
Parameters
Type Name Description
System.Int32 match

Match to remove conns from.

System.Collections.Generic.List<NetworkObject> nobs

NetworkObjects to remove from match.

NetworkManager manager

NetworkManager to rebuild observers on. If null InstanceFinder.NetworkManager will be used.

Implements

IOrderable

Class OwnerOnlyCondition

Class OwnerOnlyCondition

This condition makes an object only visible to the owner.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
OwnerOnlyCondition
Implements
IOrderable
Inherited Members
ObserverCondition.NetworkObject
ObserverCondition.Order
ObserverCondition.GetIsEnabled()
ObserverCondition.SetIsEnabled(Boolean)
ObserverCondition.Initialize(NetworkObject)
ObserverCondition.Deinitialize(Boolean)
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
[CreateAssetMenu(menuName = "FishNet/Observers/Owner Only Condition", fileName = "New Owner Only Condition")]
public class OwnerOnlyCondition : ObserverCondition, IOrderable

Methods

ConditionMet(NetworkConnection, Boolean, out Boolean)

Returns if the object which this condition resides should be visible to connection.

Declaration
public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
Parameters
Type Name Description
NetworkConnection connection

Connection which the condition is being checked for.

System.Boolean currentlyAdded

True if the connection currently has visibility of this object.

System.Boolean notProcessed

True if the condition was not processed. This can be used to skip processing for performance. While output as true this condition result assumes the previous ConditionMet value.

Returns
Type Description
System.Boolean
Overrides
ObserverCondition.ConditionMet(NetworkConnection, Boolean, out Boolean)

GetConditionType()

How a condition is handled.

Declaration
public override ObserverConditionType GetConditionType()
Returns
Type Description
ObserverConditionType
Overrides
ObserverCondition.GetConditionType()

Implements

IOrderable

Class SceneCondition

Class SceneCondition

When this observer condition is placed on an object, a client must be within the same scene to view the object.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
SceneCondition
Implements
IOrderable
Inherited Members
ObserverCondition.NetworkObject
ObserverCondition.Order
ObserverCondition.GetIsEnabled()
ObserverCondition.SetIsEnabled(Boolean)
ObserverCondition.Initialize(NetworkObject)
ObserverCondition.Deinitialize(Boolean)
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Observing
Assembly: FishNet.Runtime.dll
Syntax
[CreateAssetMenu(menuName = "FishNet/Observers/Scene Condition", fileName = "New Scene Condition")]
public class SceneCondition : ObserverCondition, IOrderable

Methods

ConditionMet(NetworkConnection, Boolean, out Boolean)

Returns if the object which this condition resides should be visible to connection.

Declaration
public override bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
Parameters
Type Name Description
NetworkConnection connection

Connection which the condition is being checked for.

System.Boolean currentlyAdded

True if the connection currently has visibility of this object.

System.Boolean notProcessed

True if the condition was not processed. This can be used to skip processing for performance. While output as true this condition result assumes the previous ConditionMet value.

Returns
Type Description
System.Boolean
Overrides
ObserverCondition.ConditionMet(NetworkConnection, Boolean, out Boolean)

GetConditionType()

How a condition is handled.

Declaration
public override ObserverConditionType GetConditionType()
Returns
Type Description
ObserverConditionType
Overrides
ObserverCondition.GetConditionType()

Implements

IOrderable

Namespace FishNet.Component.Observing

Namespace FishNet.Component.Observing

Classes

DistanceCondition

When this observer condition is placed on an object, a client must be within the specified distance to view the object.

GridCondition

When this observer condition is placed on an object, a client must be within the specified grid accuracy to view the object.

GridEntry

HashGrid

HostOnlyCondition

MatchCondition

When this observer condition is placed on an object, a client must be within the same match to view the object.

MatchCondition.ConditionCollections

MatchCondition collections used.

OwnerOnlyCondition

This condition makes an object only visible to the owner.

SceneCondition

When this observer condition is placed on an object, a client must be within the same scene to view the object.

Enums

HashGrid.GridAxes


Class PredictedOwner

Class PredictedOwner

Adding this component allows any client to take ownership of the object and begin modifying it immediately.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
PredictedOwner
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.ResetState(Boolean)
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartNetwork()
NetworkBehaviour.OnStopNetwork()
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnStartClient()
NetworkBehaviour.OnStopClient()
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Ownership
Assembly: FishNet.Runtime.dll
Syntax
public class PredictedOwner : NetworkBehaviour

Properties

PreviousOwner

Owner on client prior to taking ownership. This can be used to reverse a failed ownership attempt.

Declaration
public NetworkConnection PreviousOwner { get; }
Property Value
Type Description
NetworkConnection

TakingOwnership

True if the local client used TakeOwnership and is awaiting an ownership change.

Declaration
public bool TakingOwnership { get; }
Property Value
Type Description
System.Boolean

Methods

Awake()

Declaration
protected virtual void Awake()

OnOwnershipClient(NetworkConnection)

Called on the client after gaining or losing ownership.

Declaration
public override void OnOwnershipClient(NetworkConnection prevOwner)
Parameters
Type Name Description
NetworkConnection prevOwner

Previous owner of this object.

Overrides
NetworkBehaviour.OnOwnershipClient(NetworkConnection)

OnTakeOwnership(NetworkConnection)

Declaration
[Obsolete("Use OnTakeOwnership(bool).")]
protected virtual void OnTakeOwnership(NetworkConnection caller)
Parameters
Type Name Description
NetworkConnection caller

OnTakeOwnership(NetworkConnection, Boolean)

Called on the server when a client tries to take ownership of this object.

Declaration
protected virtual void OnTakeOwnership(NetworkConnection caller, bool includeNested)
Parameters
Type Name Description
NetworkConnection caller

Connection trying to take ownership.

System.Boolean includeNested

SetAllowTakeOwnership(Boolean)

Sets the next value for AllowTakeOwnership and synchronizes it. Only the server may use this method.

Declaration
public void SetAllowTakeOwnership(bool value)
Parameters
Type Name Description
System.Boolean value

Next value to use.

TakeOwnership()

Declaration
[Obsolete("Use TakeOwnership(bool).")]
public virtual void TakeOwnership()

TakeOwnership(Boolean)

Gives ownership of this to the local client and allows immediate control.

Declaration
public virtual void TakeOwnership(bool includeNested)
Parameters
Type Name Description
System.Boolean includeNested

True to also take ownership of nested objects.


Class PredictedSpawn

Class PredictedSpawn

Adding this component allows any client to use predictive spawning on this prefab.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
PredictedSpawn
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.ResetState(Boolean)
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartNetwork()
NetworkBehaviour.OnStopNetwork()
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnStartClient()
NetworkBehaviour.OnStopClient()
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Ownership
Assembly: FishNet.Runtime.dll
Syntax
public class PredictedSpawn : NetworkBehaviour

Methods

GetAllowDespawning()

True to allow clients to predicted despawn this object.

Declaration
public bool GetAllowDespawning()
Returns
Type Description
System.Boolean

GetAllowSpawning()

True to allow clients to predicted spawn this object.

Declaration
public bool GetAllowSpawning()
Returns
Type Description
System.Boolean

OnTryDespawnClient()

Called on the client when trying to predicted spawn this object.

Declaration
public virtual bool OnTryDespawnClient()
Returns
Type Description
System.Boolean

True if able to despawn.

OnTryDespawnServer(NetworkConnection)

Called on the server when a client tries to predicted despawn this object.

Declaration
public virtual bool OnTryDespawnServer(NetworkConnection despawner)
Parameters
Type Name Description
NetworkConnection despawner

Connection trying to predicted despawn this object.

Returns
Type Description
System.Boolean

True if able to despawn.

OnTrySpawnClient(NetworkConnection)

Called on the client when trying to predicted spawn this object.

Declaration
public virtual bool OnTrySpawnClient(NetworkConnection owner = null)
Parameters
Type Name Description
NetworkConnection owner

Owner specified to spawn with.

Returns
Type Description
System.Boolean

True if able to spawn.

OnTrySpawnServer(NetworkConnection, NetworkConnection)

Called on the server when a client tries to predicted spawn this object.

Declaration
public virtual bool OnTrySpawnServer(NetworkConnection spawner, NetworkConnection owner = null)
Parameters
Type Name Description
NetworkConnection spawner

Connection trying to predicted spawn this object.

NetworkConnection owner

Owner specified to spawn with.

Returns
Type Description
System.Boolean

True if able to spawn.

SetAllowDespawning(Boolean)

Sets to allow predicted despawning. This must be set on client and server.

Declaration
public void SetAllowDespawning(bool value)
Parameters
Type Name Description
System.Boolean value

New value.

SetAllowSpawning(Boolean)

Sets to allow predicted spawning. This must be set on client and server.

Declaration
public void SetAllowSpawning(bool value)
Parameters
Type Name Description
System.Boolean value

New value.


Namespace FishNet.Component.Ownership

Namespace FishNet.Component.Ownership

Classes

PredictedOwner

Adding this component allows any client to take ownership of the object and begin modifying it immediately.

PredictedSpawn

Adding this component allows any client to use predictive spawning on this prefab.


Class NetworkCollider

Class NetworkCollider

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkCollider
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public abstract class NetworkCollider : NetworkBehaviour

Fields

IsTrigger

True to run collisions for colliders which are triggers, false to run collisions for colliders which are not triggers.

Declaration
[HideInInspector]
protected bool IsTrigger
Field Value
Type Description
System.Boolean

Methods

Awake()

Declaration
protected virtual void Awake()

FindColliders(Boolean)

Finds colliders to use. rebuildTrue to rebuild the colliders even if they are already populated.

Declaration
public void FindColliders(bool rebuild = false)
Parameters
Type Name Description
System.Boolean rebuild

GetAdditionalSize()

Units to extend collision traces by. This is used to prevent missed overlaps when colliders do not intersect enough.

Declaration
public virtual float GetAdditionalSize()
Returns
Type Description
System.Single

OnStartClient()

Declaration
public override void OnStartClient()
Overrides
NetworkBehaviour.OnStartClient()

OnStartNetwork()

Declaration
public override void OnStartNetwork()
Overrides
NetworkBehaviour.OnStartNetwork()

OnStopClient()

Declaration
public override void OnStopClient()
Overrides
NetworkBehaviour.OnStopClient()

OnStopNetwork()

Declaration
public override void OnStopNetwork()
Overrides
NetworkBehaviour.OnStopNetwork()

ResetState(Boolean)

Resets this NetworkBehaviour so that it may be added to an object pool.

Declaration
public override void ResetState(bool asServer)
Parameters
Type Name Description
System.Boolean asServer
Overrides
NetworkBehaviour.ResetState(Boolean)

Events

OnEnter

Called when another collider enters this collider.

Declaration
public event Action<Collider> OnEnter
Event Type
Type Description
System.Action<UnityEngine.Collider>

OnExit

Called when another collider exits this collider.

Declaration
public event Action<Collider> OnExit
Event Type
Type Description
System.Action<UnityEngine.Collider>

OnStay

Called when another collider stays in this collider.

Declaration
public event Action<Collider> OnStay
Event Type
Type Description
System.Action<UnityEngine.Collider>

Class NetworkCollider2D

Class NetworkCollider2D

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkCollider2D
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public abstract class NetworkCollider2D : NetworkBehaviour

Fields

IsTrigger

True to run collisions for colliders which are triggers, false to run collisions for colliders which are not triggers.

Declaration
[HideInInspector]
protected bool IsTrigger
Field Value
Type Description
System.Boolean

Methods

Awake()

Declaration
protected virtual void Awake()

FindColliders(Boolean)

Finds colliders to use. rebuildTrue to rebuild the colliders even if they are already populated.

Declaration
public void FindColliders(bool rebuild = false)
Parameters
Type Name Description
System.Boolean rebuild

GetAdditionalSize()

Units to extend collision traces by. This is used to prevent missed overlaps when colliders do not intersect enough.

Declaration
protected virtual float GetAdditionalSize()
Returns
Type Description
System.Single

OnStartClient()

Declaration
public override void OnStartClient()
Overrides
NetworkBehaviour.OnStartClient()

OnStartNetwork()

Declaration
public override void OnStartNetwork()
Overrides
NetworkBehaviour.OnStartNetwork()

OnStopClient()

Declaration
public override void OnStopClient()
Overrides
NetworkBehaviour.OnStopClient()

OnStopNetwork()

Declaration
public override void OnStopNetwork()
Overrides
NetworkBehaviour.OnStopNetwork()

ResetState(Boolean)

Resets this NetworkBehaviour so that it may be added to an object pool.

Declaration
public override void ResetState(bool asServer)
Parameters
Type Name Description
System.Boolean asServer
Overrides
NetworkBehaviour.ResetState(Boolean)

Events

OnEnter

Called when another collider enters this collider.

Declaration
public event Action<Collider2D> OnEnter
Event Type
Type Description
System.Action<UnityEngine.Collider2D>

OnExit

Called when another collider exits this collider.

Declaration
public event Action<Collider2D> OnExit
Event Type
Type Description
System.Action<UnityEngine.Collider2D>

OnStay

Called when another collider stays in this collider.

Declaration
public event Action<Collider2D> OnStay
Event Type
Type Description
System.Action<UnityEngine.Collider2D>

Class NetworkCollision

Class NetworkCollision

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkCollision
Inherited Members
NetworkCollider.OnEnter
NetworkCollider.OnStay
NetworkCollider.OnExit
NetworkCollider.IsTrigger
NetworkCollider.OnStartNetwork()
NetworkCollider.OnStartClient()
NetworkCollider.OnStopClient()
NetworkCollider.OnStopNetwork()
NetworkCollider.GetAdditionalSize()
NetworkCollider.FindColliders(Boolean)
NetworkCollider.ResetState(Boolean)
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public sealed class NetworkCollision : NetworkCollider

Methods

Awake()

Declaration
protected override void Awake()
Overrides
NetworkCollider.Awake()

Class NetworkCollision2D

Class NetworkCollision2D

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkCollision2D
Inherited Members
NetworkCollider2D.OnEnter
NetworkCollider2D.OnStay
NetworkCollider2D.OnExit
NetworkCollider2D.IsTrigger
NetworkCollider2D.OnStartNetwork()
NetworkCollider2D.OnStartClient()
NetworkCollider2D.OnStopClient()
NetworkCollider2D.OnStopNetwork()
NetworkCollider2D.GetAdditionalSize()
NetworkCollider2D.FindColliders(Boolean)
NetworkCollider2D.ResetState(Boolean)
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public sealed class NetworkCollision2D : NetworkCollider2D

Methods

Awake()

Declaration
protected override void Awake()
Overrides
NetworkCollider2D.Awake()

Class NetworkTrigger

Class NetworkTrigger

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkTrigger
Inherited Members
NetworkCollider.OnEnter
NetworkCollider.OnStay
NetworkCollider.OnExit
NetworkCollider.IsTrigger
NetworkCollider.OnStartNetwork()
NetworkCollider.OnStartClient()
NetworkCollider.OnStopClient()
NetworkCollider.OnStopNetwork()
NetworkCollider.GetAdditionalSize()
NetworkCollider.FindColliders(Boolean)
NetworkCollider.ResetState(Boolean)
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public sealed class NetworkTrigger : NetworkCollider

Methods

Awake()

Declaration
protected override void Awake()
Overrides
NetworkCollider.Awake()

Class NetworkTrigger2D

Class NetworkTrigger2D

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkTrigger2D
Inherited Members
NetworkCollider2D.OnEnter
NetworkCollider2D.OnStay
NetworkCollider2D.OnExit
NetworkCollider2D.IsTrigger
NetworkCollider2D.OnStartNetwork()
NetworkCollider2D.OnStartClient()
NetworkCollider2D.OnStopClient()
NetworkCollider2D.OnStopNetwork()
NetworkCollider2D.GetAdditionalSize()
NetworkCollider2D.FindColliders(Boolean)
NetworkCollider2D.ResetState(Boolean)
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public sealed class NetworkTrigger2D : NetworkCollider2D

Methods

Awake()

Declaration
protected override void Awake()
Overrides
NetworkCollider2D.Awake()

Class OfflineRigidbody

Class OfflineRigidbody

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
OfflineRigidbody
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public class OfflineRigidbody : MonoBehaviour

Methods

SetPredictionManager(PredictionManager)

Sets a new PredictionManager to use.

Declaration
public void SetPredictionManager(PredictionManager pm)
Parameters
Type Name Description
PredictionManager pm

UpdateRigidbodies()

Finds and assigns rigidbodie using configured settings.

Declaration
public void UpdateRigidbodies()

Struct Rigidbody2DState

Struct Rigidbody2DState

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[Preserve]
public struct Rigidbody2DState

Constructors

Rigidbody2DState(Rigidbody2D)

Declaration
public Rigidbody2DState(Rigidbody2D rb)
Parameters
Type Name Description
UnityEngine.Rigidbody2D rb

Rigidbody2DState(Rigidbody2D, Boolean)

Declaration
public Rigidbody2DState(Rigidbody2D rb, bool simulated)
Parameters
Type Name Description
UnityEngine.Rigidbody2D rb
System.Boolean simulated

Fields

AngularVelocity

Declaration
public float AngularVelocity
Field Value
Type Description
System.Single

IsKinematic

Declaration
public bool IsKinematic
Field Value
Type Description
System.Boolean

Position

Declaration
public Vector3 Position
Field Value
Type Description
UnityEngine.Vector3

Rotation

Declaration
public Quaternion Rotation
Field Value
Type Description
UnityEngine.Quaternion

Simulated

Declaration
public bool Simulated
Field Value
Type Description
System.Boolean

Velocity

Declaration
public Vector2 Velocity
Field Value
Type Description
UnityEngine.Vector2

Class RigidbodyPauser

Class RigidbodyPauser

Pauses and unpauses rigidbodies. While paused rigidbodies cannot be interacted with or simulated.

Inheritance
System.Object
RigidbodyPauser
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public class RigidbodyPauser : IResettable

Properties

Paused

True if the rigidbodies are considered paused.

Declaration
public bool Paused { get; }
Property Value
Type Description
System.Boolean

Methods

InitializeState()

Declaration
public void InitializeState()

Pause()

Pauses rigidbodies preventing them from interacting.

Declaration
public void Pause()

ResetState()

Declaration
public void ResetState()

Unpause()

Unpauses rigidbodies allowing them to interact normally.

Declaration
public void Unpause()

UpdateRigidbodies()

Rebuilds rigidbodies using initialized settings.

Declaration
public void UpdateRigidbodies()

UpdateRigidbodies(Transform, RigidbodyType, Boolean)

Assigns rigidbodies.

Declaration
public void UpdateRigidbodies(Transform t, RigidbodyType rbType, bool getInChildren)
Parameters
Type Name Description
UnityEngine.Transform t
RigidbodyType rbType
System.Boolean getInChildren

Implements

IResettable

Struct RigidbodyState

Struct RigidbodyState

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[Preserve]
public struct RigidbodyState

Constructors

RigidbodyState(Rigidbody)

Declaration
public RigidbodyState(Rigidbody rb)
Parameters
Type Name Description
UnityEngine.Rigidbody rb

RigidbodyState(Rigidbody, Boolean)

Declaration
public RigidbodyState(Rigidbody rb, bool isKinematic)
Parameters
Type Name Description
UnityEngine.Rigidbody rb
System.Boolean isKinematic

Fields

AngularVelocity

Declaration
public Vector3 AngularVelocity
Field Value
Type Description
UnityEngine.Vector3

IsKinematic

Declaration
public bool IsKinematic
Field Value
Type Description
System.Boolean

Position

Declaration
public Vector3 Position
Field Value
Type Description
UnityEngine.Vector3

Rotation

Declaration
public Quaternion Rotation
Field Value
Type Description
UnityEngine.Quaternion

Velocity

Declaration
public Vector3 Velocity
Field Value
Type Description
UnityEngine.Vector3

Class RigidbodyStateExtensions

Class RigidbodyStateExtensions

Inheritance
System.Object
RigidbodyStateExtensions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[Preserve]
public static class RigidbodyStateExtensions

Methods

GetState(Rigidbody)

Gets a RigidbodyState.

Declaration
public static RigidbodyState GetState(this Rigidbody rb)
Parameters
Type Name Description
UnityEngine.Rigidbody rb
Returns
Type Description
RigidbodyState

GetState(Rigidbody2D)

Gets a Rigidbody2DState.

Declaration
public static Rigidbody2DState GetState(this Rigidbody2D rb)
Parameters
Type Name Description
UnityEngine.Rigidbody2D rb
Returns
Type Description
Rigidbody2DState

SetState(Rigidbody, RigidbodyState)

Sets a state to a rigidbody.

Declaration
public static void SetState(this Rigidbody rb, RigidbodyState state)
Parameters
Type Name Description
UnityEngine.Rigidbody rb
RigidbodyState state

SetState(Rigidbody2D, Rigidbody2DState)

Sets a state to a rigidbody.

Declaration
public static void SetState(this Rigidbody2D rb, Rigidbody2DState state)
Parameters
Type Name Description
UnityEngine.Rigidbody2D rb
Rigidbody2DState state

Class RigidbodyStateSerializers

Class RigidbodyStateSerializers

Inheritance
System.Object
RigidbodyStateSerializers
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[Preserve]
public static class RigidbodyStateSerializers

Methods

ReadRigidbody2DState(Reader)

Declaration
public static Rigidbody2DState ReadRigidbody2DState(this Reader reader)
Parameters
Type Name Description
Reader reader
Returns
Type Description
Rigidbody2DState

ReadRigidbodyState(Reader)

Declaration
public static RigidbodyState ReadRigidbodyState(this Reader reader)
Parameters
Type Name Description
Reader reader
Returns
Type Description
RigidbodyState

WriteRigidbody2DState(Writer, Rigidbody2DState)

Declaration
public static void WriteRigidbody2DState(this Writer writer, Rigidbody2DState value)
Parameters
Type Name Description
Writer writer
Rigidbody2DState value

WriteRigidbodyState(Writer, RigidbodyState)

Declaration
public static void WriteRigidbodyState(this Writer writer, RigidbodyState value)
Parameters
Type Name Description
Writer writer
RigidbodyState value

Enum RigidbodyType

Enum RigidbodyType

Type of prediction movement being used.

Namespace: FishNet.Component.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public enum RigidbodyType : byte

Fields

Name Description
Rigidbody
Rigidbody2D

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Namespace FishNet.Component.Prediction

Namespace FishNet.Component.Prediction

Classes

NetworkCollider

NetworkCollider2D

NetworkCollision

NetworkCollision2D

NetworkTrigger

NetworkTrigger2D

OfflineRigidbody

RigidbodyPauser

Pauses and unpauses rigidbodies. While paused rigidbodies cannot be interacted with or simulated.

RigidbodyStateExtensions

RigidbodyStateSerializers

Structs

Rigidbody2DState

RigidbodyState

Enums

RigidbodyType

Type of prediction movement being used.


Class DefaultScene

Class DefaultScene

Add to a NetworkManager object to change between Online and Offline scene based on connection states of the server or client.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
DefaultScene
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Scenes
Assembly: FishNet.Runtime.dll
Syntax
[AddComponentMenu("FishNet/Component/DefaultScene")]
public class DefaultScene : MonoBehaviour

Methods

GetOfflineScene()

Scene to load when disconnected. Server and client will load this scene.

Declaration
public string GetOfflineScene()
Returns
Type Description
System.String

GetOnlineScene()

Scene to load when connected. Server and client will load this scene.

Declaration
public string GetOnlineScene()
Returns
Type Description
System.String

SetOfflineScene(String)

Sets which offline scene to use.

Declaration
public void SetOfflineScene(string sceneName)
Parameters
Type Name Description
System.String sceneName

Scene name to use as the offline scene.

SetOnlineScene(String)

Sets which online scene to use.

Declaration
public void SetOnlineScene(string sceneName)
Parameters
Type Name Description
System.String sceneName

Scene name to use as the online scene.


Namespace FishNet.Component.Scenes

Namespace FishNet.Component.Scenes

Classes

DefaultScene

Add to a NetworkManager object to change between Online and Offline scene based on connection states of the server or client.


Class PlayerSpawner

Class PlayerSpawner

Spawns a player object for clients when they connect. Must be placed on or beneath the NetworkManager object.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
PlayerSpawner
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Spawning
Assembly: FishNet.Runtime.dll
Syntax
[AddComponentMenu("FishNet/Component/PlayerSpawner")]
public class PlayerSpawner : MonoBehaviour

Fields

Spawns

Areas in which players may spawn.

Declaration
[Tooltip("Areas in which players may spawn.")]
public Transform[] Spawns
Field Value
Type Description
UnityEngine.Transform[]

Events

OnSpawned

Called on the server when a player is spawned.

Declaration
public event Action<NetworkObject> OnSpawned
Event Type
Type Description
System.Action<NetworkObject>

Namespace FishNet.Component.Spawning

Namespace FishNet.Component.Spawning

Classes

PlayerSpawner

Spawns a player object for clients when they connect. Must be placed on or beneath the NetworkManager object.


Class DetachableNetworkTickSmoother

Class DetachableNetworkTickSmoother

Detaches the object which this component resides and follows another.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
DetachableNetworkTickSmoother
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.ResetState(Boolean)
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartNetwork()
NetworkBehaviour.OnStopNetwork()
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
public class DetachableNetworkTickSmoother : NetworkBehaviour

Methods

OnStartClient()

Declaration
public override void OnStartClient()
Overrides
NetworkBehaviour.OnStartClient()

OnStopClient()

Declaration
public override void OnStopClient()
Overrides
NetworkBehaviour.OnStopClient()

Class MonoTickSmoother

Class MonoTickSmoother

Smoothes an object between ticks. This can be used on objects without NetworkObject components.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
MonoTickSmoother
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
public class MonoTickSmoother : MonoBehaviour

Methods

SetTimeManager(TimeManager)

Sets a new PredictionManager to use.

Declaration
public void SetTimeManager(TimeManager tm)
Parameters
Type Name Description
TimeManager tm

Class NetworkTickSmoother

Class NetworkTickSmoother

Smoothes an object between ticks.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkTickSmoother
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.ResetState(Boolean)
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartNetwork()
NetworkBehaviour.OnStopNetwork()
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnStopClient()
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
public class NetworkTickSmoother : NetworkBehaviour

Methods

OnStartClient()

Declaration
public override void OnStartClient()
Overrides
NetworkBehaviour.OnStartClient()

SetTimeManager(TimeManager)

Sets a new PredictionManager to use.

Declaration
public void SetTimeManager(TimeManager tm)
Parameters
Type Name Description
TimeManager tm

Enum NetworkTransform.ComponentConfigurationType

Enum NetworkTransform.ComponentConfigurationType

Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public enum ComponentConfigurationType

Fields

Name Description
CharacterController
Disabled
Rigidbody
Rigidbody2D

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class NetworkTransform.GoalData

Class NetworkTransform.GoalData

Inheritance
System.Object
NetworkTransform.GoalData
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
public class GoalData : IResettable

Constructors

GoalData()

Declaration
[Preserve]
public GoalData()

Fields

Rates

Declaration
public NetworkTransform.RateData Rates
Field Value
Type Description
NetworkTransform.RateData

ReceivedTick

Declaration
public uint ReceivedTick
Field Value
Type Description
System.UInt32

Transforms

Declaration
public NetworkTransform.TransformData Transforms
Field Value
Type Description
NetworkTransform.TransformData

Methods

InitializeState()

Declaration
public void InitializeState()

ResetState()

Declaration
public void ResetState()

Implements

IResettable

Class NetworkTransform.RateData

Class NetworkTransform.RateData

Inheritance
System.Object
NetworkTransform.RateData
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
public class RateData : IResettable

Constructors

RateData()

Declaration
[Preserve]
public RateData()

Fields

LastUnalteredPositionRate

Unaltered rate for position calculated through position change and tickspan.

Declaration
public float LastUnalteredPositionRate
Field Value
Type Description
System.Single

Position

Rate for position after smart calculations.

Declaration
public float Position
Field Value
Type Description
System.Single

Rotation

Rate for rotation after smart calculations.

Declaration
public float Rotation
Field Value
Type Description
System.Single

Scale

Rate for scale after smart calculations.

Declaration
public float Scale
Field Value
Type Description
System.Single

TickSpan

Number of ticks the rates are calculated for. If TickSpan is 2 then the rates are calculated under the assumption the transform changed over 2 ticks.

Declaration
public uint TickSpan
Field Value
Type Description
System.UInt32

Methods

InitializeState()

Declaration
public void InitializeState()

ResetState()

Declaration
public void ResetState()

Update(NetworkTransform.RateData)

Declaration
public void Update(NetworkTransform.RateData rd)
Parameters
Type Name Description
NetworkTransform.RateData rd

Update(Single, Single, Single, Single, UInt32, Single)

Updates rates.

Declaration
public void Update(float position, float rotation, float scale, float unalteredPositionRate, uint tickSpan, float timeRemaining)
Parameters
Type Name Description
System.Single position
System.Single rotation
System.Single scale
System.Single unalteredPositionRate
System.UInt32 tickSpan
System.Single timeRemaining

Implements

IResettable

Struct NetworkTransform.SnappedAxes

Struct NetworkTransform.SnappedAxes

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public struct SnappedAxes

Fields

X

Declaration
public bool X
Field Value
Type Description
System.Boolean

Y

Declaration
public bool Y
Field Value
Type Description
System.Boolean

Z

Declaration
public bool Z
Field Value
Type Description
System.Boolean

Enum NetworkTransform.TransformData.ExtrapolateState

Enum NetworkTransform.TransformData.ExtrapolateState

Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
public enum ExtrapolateState : byte

Fields

Name Description
Active
Available
Disabled

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class NetworkTransform.TransformData

Class NetworkTransform.TransformData

Inheritance
System.Object
NetworkTransform.TransformData
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
public class TransformData : IResettable

Constructors

TransformData()

Declaration
[Preserve]
public TransformData()

Fields

ExtrapolatedPosition

Position to extrapolate towards.

Declaration
public Vector3 ExtrapolatedPosition
Field Value
Type Description
UnityEngine.Vector3

ExtrapolationState

Current state of extrapolation.

Declaration
public NetworkTransform.TransformData.ExtrapolateState ExtrapolationState
Field Value
Type Description
NetworkTransform.TransformData.ExtrapolateState

ParentBehaviour

NetworkBehaviour which is the parent of this object for Tick.

Declaration
public NetworkBehaviour ParentBehaviour
Field Value
Type Description
NetworkBehaviour

Position

Local position in the data.

Declaration
public Vector3 Position
Field Value
Type Description
UnityEngine.Vector3

Rotation

Local rotation in the data.

Declaration
public Quaternion Rotation
Field Value
Type Description
UnityEngine.Quaternion

Scale

Local scale in the data.

Declaration
public Vector3 Scale
Field Value
Type Description
UnityEngine.Vector3

SnappingChecked

True if this data has already been checked for snapping. Snapping calls may occur multiple times when data is received, depending why or how it came in. This check prevents excessive work.

Declaration
public bool SnappingChecked
Field Value
Type Description
System.Boolean

Tick

Tick this data was received or created.

Declaration
public uint Tick
Field Value
Type Description
System.UInt32

Properties

IsDefault

True if default state. This becomes false during an update and true when resetting state.

Declaration
public bool IsDefault { get; }
Property Value
Type Description
System.Boolean

Methods

InitializeState()

Declaration
public void InitializeState()

ResetState()

Declaration
public void ResetState()

Implements

IResettable

Class NetworkTransform

Class NetworkTransform

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkTransform
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.ResetState(Boolean)
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Component/NetworkTransform")]
public sealed class NetworkTransform : NetworkBehaviour

Fields

MAX_INTERPOLATION

Maximum possible interpolation value.

Declaration
public const ushort MAX_INTERPOLATION = 250
Field Value
Type Description
System.UInt16

Properties

ParentBehaviour

NetworkBehaviour this transform is a child of.

Declaration
public NetworkBehaviour ParentBehaviour { get; }
Property Value
Type Description
NetworkBehaviour

TakenOwnership

True if the local client used TakeOwnership and is awaiting an ownership change.

Declaration
public bool TakenOwnership { get; }
Property Value
Type Description
System.Boolean

Methods

ForceSend()

Resets last sent information to force a resend of current values.

Declaration
public void ForceSend()

ForceSend(UInt32)

Resets last sent information to force a resend of current values after a number of ticks.

Declaration
public void ForceSend(uint ticks)
Parameters
Type Name Description
System.UInt32 ticks

GetSendToOwner()

Gets SendToOwner.

Declaration
public bool GetSendToOwner()
Returns
Type Description
System.Boolean

OnOwnershipClient(NetworkConnection)

Declaration
public override void OnOwnershipClient(NetworkConnection prevOwner)
Parameters
Type Name Description
NetworkConnection prevOwner
Overrides
NetworkBehaviour.OnOwnershipClient(NetworkConnection)

OnOwnershipServer(NetworkConnection)

Declaration
public override void OnOwnershipServer(NetworkConnection prevOwner)
Parameters
Type Name Description
NetworkConnection prevOwner
Overrides
NetworkBehaviour.OnOwnershipServer(NetworkConnection)

OnSpawnServer(NetworkConnection)

Declaration
public override void OnSpawnServer(NetworkConnection connection)
Parameters
Type Name Description
NetworkConnection connection
Overrides
NetworkBehaviour.OnSpawnServer(NetworkConnection)

OnStartClient()

Declaration
public override void OnStartClient()
Overrides
NetworkBehaviour.OnStartClient()

OnStartNetwork()

Declaration
public override void OnStartNetwork()
Overrides
NetworkBehaviour.OnStartNetwork()

OnStartServer()

Declaration
public override void OnStartServer()
Overrides
NetworkBehaviour.OnStartServer()

OnStopClient()

Declaration
public override void OnStopClient()
Overrides
NetworkBehaviour.OnStopClient()

OnStopNetwork()

Declaration
public override void OnStopNetwork()
Overrides
NetworkBehaviour.OnStopNetwork()

SetInterval(Byte)

Updates the interval value over the network.

Declaration
public void SetInterval(byte value)
Parameters
Type Name Description
System.Byte value

New interval.

SetPositionSnapping(NetworkTransform.SnappedAxes)

Sets which Position axes to snap.

Declaration
public void SetPositionSnapping(NetworkTransform.SnappedAxes axes)
Parameters
Type Name Description
NetworkTransform.SnappedAxes axes

Axes to snap.

SetRotationSnapping(NetworkTransform.SnappedAxes)

Sets which Scale axes to snap.

Declaration
public void SetRotationSnapping(NetworkTransform.SnappedAxes axes)
Parameters
Type Name Description
NetworkTransform.SnappedAxes axes

Axes to snap.

SetScaleSnapping(NetworkTransform.SnappedAxes)

Sets which Scale axes to snap.

Declaration
public void SetScaleSnapping(NetworkTransform.SnappedAxes axes)
Parameters
Type Name Description
NetworkTransform.SnappedAxes axes

Axes to snap.

SetSendToOwner(Boolean)

Sets SendToOwner. Only the server may call this method.

Declaration
public void SetSendToOwner(bool value)
Parameters
Type Name Description
System.Boolean value

New value.

SetSynchronizedProperties(SynchronizedProperty)

Updates which properties are synchronized.

Declaration
public void SetSynchronizedProperties(SynchronizedProperty value)
Parameters
Type Name Description
SynchronizedProperty value

Properties to synchronize.

SetSynchronizePosition(Boolean)

Sets if to synchronize position.

Declaration
public void SetSynchronizePosition(bool value)
Parameters
Type Name Description
System.Boolean value

New value.

SetSynchronizeRotation(Boolean)

Sets if to synchronize rotation.

Declaration
public void SetSynchronizeRotation(bool value)
Parameters
Type Name Description
System.Boolean value

New value.

SetSynchronizeScale(Boolean)

Sets if to synchronize scale.

Declaration
public void SetSynchronizeScale(bool value)
Parameters
Type Name Description
System.Boolean value

New value.

Teleport()

When called by the controller of this object the next changed data will be teleported to by spectators.

Declaration
public void Teleport()

Events

OnDataReceived

Called when new data is received. Previous and next data are provided. Next data may be manipulated.

Declaration
public event NetworkTransform.DataReceivedChanged OnDataReceived
Event Type
Type Description
FishNet.Component.Transforming.NetworkTransform.DataReceivedChanged

OnInterpolationComplete

Called when the transform has reached it's goal.

Declaration
public event Action OnInterpolationComplete
Event Type
Type Description
System.Action

OnNextGoal

Called when GoalData is updated.

Declaration
public event Action<NetworkTransform.GoalData> OnNextGoal
Event Type
Type Description
System.Action<NetworkTransform.GoalData>

Enum SynchronizedProperty

Enum SynchronizedProperty

Namespace: FishNet.Component.Transforming
Assembly: FishNet.Runtime.dll
Syntax
[Flags]
public enum SynchronizedProperty : byte

Fields

Name Description
None
Parent
Position
Rotation
Scale

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Namespace FishNet.Component.Transforming

Namespace FishNet.Component.Transforming

Classes

DetachableNetworkTickSmoother

Detaches the object which this component resides and follows another.

MonoTickSmoother

Smoothes an object between ticks. This can be used on objects without NetworkObject components.

NetworkTickSmoother

Smoothes an object between ticks.

NetworkTransform

NetworkTransform.GoalData

NetworkTransform.RateData

NetworkTransform.TransformData

Structs

NetworkTransform.SnappedAxes

Enums

NetworkTransform.ComponentConfigurationType

NetworkTransform.TransformData.ExtrapolateState

SynchronizedProperty


Class BandwidthDisplay

Class BandwidthDisplay

Add to any object to display current ping(round trip time).

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
BandwidthDisplay
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Utility
Assembly: FishNet.Runtime.dll
Syntax
[AddComponentMenu("FishNet/Component/BandwidthDisplay")]
public class BandwidthDisplay : MonoBehaviour

Methods

SetShowIncoming(Boolean)

Sets ShowIncoming value.

Declaration
public void SetShowIncoming(bool value)
Parameters
Type Name Description
System.Boolean value

SetShowOutgoing(Boolean)

Sets ShowOutgoing value.

Declaration
public void SetShowOutgoing(bool value)
Parameters
Type Name Description
System.Boolean value

Class PingDisplay

Class PingDisplay

Add to any object to display current ping(round trip time).

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
PingDisplay
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.Utility
Assembly: FishNet.Runtime.dll
Syntax
[AddComponentMenu("FishNet/Component/PingDisplay")]
public class PingDisplay : MonoBehaviour

Namespace FishNet.Component.Utility

Namespace FishNet.Component.Utility

Classes

BandwidthDisplay

Add to any object to display current ping(round trip time).

PingDisplay

Add to any object to display current ping(round trip time).


Class NetworkConnection

Class NetworkConnection

A container for a connected client used to perform actions on and gather information for the declared client.

Inheritance
System.Object
NetworkConnection
Implements
IResettable
System.IEquatable<NetworkConnection>
Inherited Members
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Connection
Assembly: FishNet.Runtime.dll
Syntax
public class NetworkConnection : IResettable, IEquatable<NetworkConnection>

Fields

ClientId

Unique Id for this connection.

Declaration
public int ClientId
Field Value
Type Description
System.Int32

CLIENTID_UNCOMPRESSED_RESERVE_LENGTH

Number of bytes to reserve for a connectionId if writing the value uncompressed.

Declaration
public const int CLIENTID_UNCOMPRESSED_RESERVE_LENGTH = 4
Field Value
Type Description
System.Int32

CustomData

Custom data associated with this connection which may be modified by the user. The value of this field are not synchronized over the network.

Declaration
public object CustomData
Field Value
Type Description
System.Object

MAXIMUM_CLIENTID_VALUE

Maximum value a ClientId can be.

Declaration
public const int MAXIMUM_CLIENTID_VALUE = 2147483647
Field Value
Type Description
System.Int32

MAXIMUM_CLIENTID_WITHOUT_SIMULATED_VALUE

Maximum value a ClientId can be excluding simulated value.

Declaration
public const int MAXIMUM_CLIENTID_WITHOUT_SIMULATED_VALUE = 2147483646
Field Value
Type Description
System.Int32

Objects

Objects owned by this connection. Available to this connection and server.

Declaration
public HashSet<NetworkObject> Objects
Field Value
Type Description
System.Collections.Generic.HashSet<NetworkObject>

SIMULATED_CLIENTID_VALUE

Value to use as a ClientId when simulating a local client without actually using a socket.

Declaration
public const int SIMULATED_CLIENTID_VALUE = 2147483647
Field Value
Type Description
System.Int32

UNSET_CLIENTID_VALUE

Value used when ClientId has not been set.

Declaration
public const int UNSET_CLIENTID_VALUE = -1
Field Value
Type Description
System.Int32

Properties

Authenticated

Declaration
[Obsolete("Use IsAuthenticated.")]
public bool Authenticated { get; set; }
Property Value
Type Description
System.Boolean

Disconnecting

True if this connection is being disconnected. Only available to server.

Declaration
public bool Disconnecting { get; }
Property Value
Type Description
System.Boolean

FirstObject

The first object within Objects.

Declaration
public NetworkObject FirstObject { get; }
Property Value
Type Description
NetworkObject

IsActive

True if this connection IsValid and not Disconnecting.

Declaration
public bool IsActive { get; }
Property Value
Type Description
System.Boolean

IsAuthenticated

True if this connection is authenticated. Only available to server.

Declaration
public bool IsAuthenticated { get; }
Property Value
Type Description
System.Boolean

IsHost

Returns true if this connection is a clientHost.

Declaration
public bool IsHost { get; }
Property Value
Type Description
System.Boolean

IsLocalClient

Returns if this connection is for the local client.

Declaration
public bool IsLocalClient { get; }
Property Value
Type Description
System.Boolean

IsValid

True if this connection is valid. An invalid connection indicates no client is set for this reference.

Declaration
public bool IsValid { get; }
Property Value
Type Description
System.Boolean

LocalTick

Approximate local tick as it is on this connection. This also contains the last set value for local and remote.

Declaration
public EstimatedTick LocalTick { get; }
Property Value
Type Description
EstimatedTick

NetworkManager

NetworkManager managing this class.

Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

PacketTick

Tick of the last packet received from this connection which was not out of order. This value is only available on the server.

Declaration
public EstimatedTick PacketTick { get; }
Property Value
Type Description
EstimatedTick

ReplicateTick

Approximate replicate tick on the server for this connection. This also contains the last set value for local and remote.

Declaration
public EstimatedTick ReplicateTick { get; }
Property Value
Type Description
EstimatedTick

Scenes

Scenes this connection is in. Available to this connection and server.

Declaration
public HashSet<Scene> Scenes { get; }
Property Value
Type Description
System.Collections.Generic.HashSet<UnityEngine.SceneManagement.Scene>

TransportIndex

TransportIndex this connection is on. For security reasons this value will be unset on clients if this is not their connection.

Declaration
public int TransportIndex { get; }
Property Value
Type Description
System.Int32

Methods

Broadcast<T>(T, Boolean, Channel)

Sends a broadcast to this connection.

Declaration
public void Broadcast<T>(T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the client must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

Disconnect(Boolean)

Disconnects this connection.

Declaration
public void Disconnect(bool immediately)
Parameters
Type Name Description
System.Boolean immediately

True to disconnect immediately. False to send any pending data first.

Equals(NetworkConnection)

Declaration
public bool Equals(NetworkConnection nc)
Parameters
Type Name Description
NetworkConnection nc
Returns
Type Description
System.Boolean

Equals(Object)

Declaration
public override bool Equals(object obj)
Parameters
Type Name Description
System.Object obj
Returns
Type Description
System.Boolean
Overrides
System.Object.Equals(System.Object)

GetAddress()

Returns the address of this connection.

Declaration
public string GetAddress()
Returns
Type Description
System.String

GetHashCode()

Declaration
public override int GetHashCode()
Returns
Type Description
System.Int32
Overrides
System.Object.GetHashCode()

InitializeState()

Declaration
public void InitializeState()

Kick(KickReason, LoggingType, String)

Kicks a connection immediately while invoking OnClientKick.

Declaration
public void Kick(KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
Parameters
Type Name Description
KickReason kickReason

Reason client is being kicked.

LoggingType loggingType

How to print logging as.

System.String log

Optional message to be debug logged.

Kick(Reader, KickReason, LoggingType, String)

Kicks a connection immediately while invoking OnClientKick.

Declaration
public void Kick(Reader reader, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
Parameters
Type Name Description
Reader reader

Reader to clear before kicking.

KickReason kickReason

Reason client is being kicked.

LoggingType loggingType

How to print logging as.

System.String log

Optional message to be debug logged.

LoadedStartScenes()

True if connection has loaded start scenes. Available to this connection and server.

Declaration
public bool LoadedStartScenes()
Returns
Type Description
System.Boolean

LoadedStartScenes(Boolean)

Declaration
public bool LoadedStartScenes(bool asServer)
Parameters
Type Name Description
System.Boolean asServer
Returns
Type Description
System.Boolean

ResetState()

Resets all states for re-use.

Declaration
public void ResetState()

SetFirstObject(NetworkObject)

Sets a custom FirstObject. This connection must be owner of the specified object.

Declaration
public void SetFirstObject(NetworkObject nob)
Parameters
Type Name Description
NetworkObject nob

ToString()

Outputs data about this connection as a string.

Declaration
public override string ToString()
Returns
Type Description
System.String
Overrides
System.Object.ToString()

Events

OnLoadedStartScenes

Called after this connection has loaded start scenes. Boolean will be true if asServer. Available to this connection and server.

Declaration
public event Action<NetworkConnection, bool> OnLoadedStartScenes
Event Type
Type Description
System.Action<NetworkConnection, System.Boolean>

OnObjectAdded

Called after connection gains ownership of an object, and after the object has been added to Objects. Available to this connection and server.

Declaration
public event Action<NetworkObject> OnObjectAdded
Event Type
Type Description
System.Action<NetworkObject>

OnObjectRemoved

Called after connection loses ownership of an object, and after the object has been removed from Objects. Available to this connection and server.

Declaration
public event Action<NetworkObject> OnObjectRemoved
Event Type
Type Description
System.Action<NetworkObject>

Operators

Equality(NetworkConnection, NetworkConnection)

Declaration
public static bool operator ==(NetworkConnection a, NetworkConnection b)
Parameters
Type Name Description
NetworkConnection a
NetworkConnection b
Returns
Type Description
System.Boolean

Inequality(NetworkConnection, NetworkConnection)

Declaration
public static bool operator !=(NetworkConnection a, NetworkConnection b)
Parameters
Type Name Description
NetworkConnection a
NetworkConnection b
Returns
Type Description
System.Boolean

Implements

IResettable
System.IEquatable<T>

Extension Methods

NetworkConnectionExtensions.IsValid(NetworkConnection)

Class NetworkConnectionExtensions

Class NetworkConnectionExtensions

Inheritance
System.Object
NetworkConnectionExtensions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Connection
Assembly: FishNet.Runtime.dll
Syntax
public static class NetworkConnectionExtensions

Methods

IsValid(NetworkConnection)

True if this connection is valid. An invalid connection indicates no client is set for this reference. Null references can be used with this method.

Declaration
public static bool IsValid(this NetworkConnection c)
Parameters
Type Name Description
NetworkConnection c
Returns
Type Description
System.Boolean

Namespace FishNet.Connection

Namespace FishNet.Connection

Classes

NetworkConnection

A container for a connected client used to perform actions on and gather information for the declared client.

NetworkConnectionExtensions


Class InstanceFinder

Class InstanceFinder

Used to globally get information from the first found instance of NetworkManager.

Inheritance
System.Object
InstanceFinder
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet
Assembly: FishNet.Runtime.dll
Syntax
public static class InstanceFinder

Properties

ClientManager

Returns the first instance of ClientManager.

Declaration
public static ClientManager ClientManager { get; }
Property Value
Type Description
ClientManager

IsClient

Declaration
[Obsolete("Use IsClientStarted. Note the difference between IsClientInitialized and IsClientStarted.")]
public static bool IsClient { get; }
Property Value
Type Description
System.Boolean

IsClientOnly

Declaration
[Obsolete("Use IsClientOnlyStarted. Note the difference between IsClientOnlyInitialized and IsClientOnlyStarted.")]
public static bool IsClientOnly { get; }
Property Value
Type Description
System.Boolean

IsClientOnlyStarted

True if only the client is started and authenticated.

Declaration
public static bool IsClientOnlyStarted { get; }
Property Value
Type Description
System.Boolean

IsClientStarted

True if the client is started and authenticated.

Declaration
public static bool IsClientStarted { get; }
Property Value
Type Description
System.Boolean

IsHost

Declaration
[Obsolete("Use IsHostStarted. Note the difference between IsHostInitialized and IsHostStarted.")]
public static bool IsHost { get; }
Property Value
Type Description
System.Boolean

IsHostStarted

True if client and server are started.

Declaration
public static bool IsHostStarted { get; }
Property Value
Type Description
System.Boolean

IsOffline

True if client nor server are started.

Declaration
public static bool IsOffline { get; }
Property Value
Type Description
System.Boolean

IsServer

Declaration
[Obsolete("Use IsServerStarted. Note the difference between IsServerInitialized and IsServerStarted.")]
public static bool IsServer { get; }
Property Value
Type Description
System.Boolean

IsServerOnly

Declaration
[Obsolete("Use IsServerOnlyStarted. Note the difference between IsServerOnlyInitialized and IsServerOnlyStarted.")]
public static bool IsServerOnly { get; }
Property Value
Type Description
System.Boolean

IsServerOnlyStarted

True if only the server is started.

Declaration
public static bool IsServerOnlyStarted { get; }
Property Value
Type Description
System.Boolean

IsServerStarted

True if the server is active.

Declaration
public static bool IsServerStarted { get; }
Property Value
Type Description
System.Boolean

NetworkManager

Returns the first found NetworkManager instance.

Declaration
public static NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

PredictionManager

Returns the first instance of PredictionManager.

Declaration
public static PredictionManager PredictionManager { get; }
Property Value
Type Description
PredictionManager

RollbackManager

Returns the first instance of RollbackManager.

Declaration
public static RollbackManager RollbackManager { get; }
Property Value
Type Description
RollbackManager

SceneManager

Returns the first instance of SceneManager.

Declaration
public static SceneManager SceneManager { get; }
Property Value
Type Description
SceneManager

ServerManager

Returns the first instance of ServerManager.

Declaration
public static ServerManager ServerManager { get; }
Property Value
Type Description
ServerManager

StatisticsManager

Returns the first instance of StatisticsManager.

Declaration
public static StatisticsManager StatisticsManager { get; }
Property Value
Type Description
StatisticsManager

TimeManager

Returns the first instance of TimeManager.

Declaration
public static TimeManager TimeManager { get; }
Property Value
Type Description
TimeManager

TransportManager

Returns the first instance of TransportManager.

Declaration
public static TransportManager TransportManager { get; }
Property Value
Type Description
TransportManager

Methods

GetInstance<T>()

Returns class of type if found within CodegenBase classes.

Declaration
public static T GetInstance<T>()
    where T : Component
Returns
Type Description
T
Type Parameters
Name Description
T

HasInstance<T>()

Returns if class of type is registered with the NetworkManager.

Declaration
public static bool HasInstance<T>()
    where T : Component
Returns
Type Description
System.Boolean
Type Parameters
Name Description
T

Type to check for.

RegisterInstance<T>(T, Boolean)

Registers a new component to this NetworkManager.

Declaration
public static void RegisterInstance<T>(T component, bool replace = true)
    where T : Component
Parameters
Type Name Description
T component

Reference of the component being registered.

System.Boolean replace

True to replace existing references.

Type Parameters
Name Description
T

Type to register.

RegisterInvokeOnInstance<T>(Action<Component>)

Registers to invoke an action when a specified component becomes registered. Action will invoke immediately if already registered.

Declaration
public static void RegisterInvokeOnInstance<T>(Action<Component> handler)
    where T : Component
Parameters
Type Name Description
System.Action<UnityEngine.Component> handler

Action to invoke.

Type Parameters
Name Description
T

Component type.

TryGetInstance<T>(out T)

Returns class of type from registered instances.

Declaration
public static bool TryGetInstance<T>(out T component)
    where T : Component
Parameters
Type Name Description
T component

Outputted component.

Returns
Type Description
System.Boolean

True if was able to get instance.

Type Parameters
Name Description
T

Type to get.

TryRegisterInstance<T>(T)

Tries to registers a new component to this NetworkManager. This will not register the instance if another already exists.

Declaration
public static bool TryRegisterInstance<T>(T component)
    where T : Component
Parameters
Type Name Description
T component

Reference of the component being registered.

Returns
Type Description
System.Boolean

True if was able to register, false if an instance is already registered.

Type Parameters
Name Description
T

Type to register.

UnregisterInstance<T>()

Unregisters a component from this NetworkManager.

Declaration
public static void UnregisterInstance<T>()
    where T : Component
Type Parameters
Name Description
T

Type to unregister.

UnregisterInvokeOnInstance<T>(Action<Component>)

Unrgisters to invoke an action when a specified component becomes registered. Action will invoke immediately if already registered.

Declaration
public static void UnregisterInvokeOnInstance<T>(Action<Component> handler)
    where T : Component
Parameters
Type Name Description
System.Action<UnityEngine.Component> handler

Action to invoke.

Type Parameters
Name Description
T

Component type.


Class ClientManager

Class ClientManager

A container for local client data and actions.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
ClientManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Client
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/ClientManager")]
public sealed class ClientManager : MonoBehaviour

Fields

Clients

All currently connected clients. This field only contains data while ServerManager.ShareIds is enabled.

Declaration
public Dictionary<int, NetworkConnection> Clients
Field Value
Type Description
System.Collections.Generic.Dictionary<System.Int32, NetworkConnection>

Connection

NetworkConnection the local client is using to send data to the server.

Declaration
public NetworkConnection Connection
Field Value
Type Description
NetworkConnection

Properties

IsServerDevelopment

This is set true if the server has notified the client it is using a development build. Value is set before authentication.

Declaration
public bool IsServerDevelopment { get; }
Property Value
Type Description
System.Boolean

NetworkManager

NetworkManager for client.

Declaration
[HideInInspector]
public NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

Objects

Handling and information for objects known to the local client.

Declaration
public ClientObjects Objects { get; }
Property Value
Type Description
ClientObjects

Started

True if the client connection is connected to the server.

Declaration
public bool Started { get; }
Property Value
Type Description
System.Boolean

Methods

Broadcast<T>(T, Channel)

Sends a Broadcast to the server.

Declaration
public void Broadcast<T>(T message, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
T message

Broadcast data being sent; for example: an instance of your broadcast type.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

GetTransportIndex()

Gets the transport index being used for the local client. If only one transport is used this will return 0. If Multipass is being used this will return the client's transport in multipass.

Declaration
public int GetTransportIndex()
Returns
Type Description
System.Int32

RegisterBroadcast<T>(Action<T, Channel>)

Registers a method to call when a Broadcast arrives.

Declaration
public void RegisterBroadcast<T>(Action<T, Channel> handler)
    where T : struct, IBroadcast
Parameters
Type Name Description
System.Action<T, Channel> handler

Method to call.

Type Parameters
Name Description
T

Type of broadcast being registered.

SetFrameRate(UInt16)

Declaration
public void SetFrameRate(ushort value)
Parameters
Type Name Description
System.UInt16 value

SetRemoteServerTimeout(RemoteTimeoutType, UInt16)

Sets timeout settings. Can be used at runtime.

Declaration
public void SetRemoteServerTimeout(RemoteTimeoutType timeoutType, ushort duration)
Parameters
Type Name Description
RemoteTimeoutType timeoutType
System.UInt16 duration

StartConnection()

Starts the local client connection.

Declaration
public bool StartConnection()
Returns
Type Description
System.Boolean

StartConnection(String)

Sets the transport address and starts the local client connection.

Declaration
public bool StartConnection(string address)
Parameters
Type Name Description
System.String address
Returns
Type Description
System.Boolean

StartConnection(String, UInt16)

Sets the transport address and port, and starts the local client connection.

Declaration
public bool StartConnection(string address, ushort port)
Parameters
Type Name Description
System.String address
System.UInt16 port
Returns
Type Description
System.Boolean

StopConnection()

Stops the local client connection.

Declaration
public bool StopConnection()
Returns
Type Description
System.Boolean

UnregisterBroadcast<T>(Action<T, Channel>)

Unregisters a method call from a Broadcast type.

Declaration
public void UnregisterBroadcast<T>(Action<T, Channel> handler)
    where T : struct, IBroadcast
Parameters
Type Name Description
System.Action<T, Channel> handler

Method to unregister.

Type Parameters
Name Description
T

Type of broadcast being unregistered.

Events

OnAuthenticated

Called after local client has authenticated.

Declaration
public event Action OnAuthenticated
Event Type
Type Description
System.Action

OnClientConnectionState

Called after the local client connection state changes.

Declaration
public event Action<ClientConnectionStateArgs> OnClientConnectionState
Event Type
Type Description
System.Action<ClientConnectionStateArgs>

OnClientTimeOut

Called when the local client connection to the server has timed out. This is called immediately before disconnecting.

Declaration
public event Action OnClientTimeOut
Event Type
Type Description
System.Action

OnConnectedClients

Called when the server sends all currently connected clients. This is only available when using ServerManager.ShareIds.

Declaration
public event Action<ConnectedClientsArgs> OnConnectedClients
Event Type
Type Description
System.Action<ConnectedClientsArgs>

OnRemoteConnectionState

Called when a client other than self connects. This is only available when using ServerManager.ShareIds.

Declaration
public event Action<RemoteConnectionStateArgs> OnRemoteConnectionState
Event Type
Type Description
System.Action<RemoteConnectionStateArgs>

Class ClientObjects

Class ClientObjects

Handles objects and information about objects for the local client. See ManagedObjects for inherited options.

Inheritance
System.Object
ClientObjects
Namespace: FishNet.Managing.Client
Assembly: FishNet.Runtime.dll
Syntax
public class ClientObjects : ManagedObjects

Methods

RemoveFromSpawned(NetworkObject, Boolean, Boolean)

Removes a NetworkedObject from spawned.

Declaration
protected override void RemoveFromSpawned(NetworkObject nob, bool unexpectedlyDestroyed, bool asServer)
Parameters
Type Name Description
NetworkObject nob
System.Boolean unexpectedlyDestroyed
System.Boolean asServer
Overrides
ManagedObjects.RemoveFromSpawned(NetworkObject, Boolean, Boolean)

WriteDepawn(NetworkObject, Writer)

Writes a predicted despawn.

Declaration
public void WriteDepawn(NetworkObject nob, Writer writer)
Parameters
Type Name Description
NetworkObject nob
Writer writer

Namespace FishNet.Managing.Client

Namespace FishNet.Managing.Client

Classes

ClientManager

A container for local client data and actions.

ClientObjects

Handles objects and information about objects for the local client. See ManagedObjects for inherited options.


Class DebugManager

Class DebugManager

A container for debugging.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
DebugManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Debugging
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/DebugManager")]
public class DebugManager : MonoBehaviour

Fields

True to use RpcLinks for Observer RPCs.

Declaration
public bool ObserverRpcLinks
Field Value
Type Description
System.Boolean

True to use RpcLinks for Reconcile RPCs.

Declaration
public bool ReconcileRpcLinks
Field Value
Type Description
System.Boolean

True to use RpcLinks for Replicate RPCs.

Declaration
public bool ReplicateRpcLinks
Field Value
Type Description
System.Boolean

True to use RpcLinks for Server RPCs.

Declaration
public bool ServerRpcLinks
Field Value
Type Description
System.Boolean

True to use RpcLinks for Target RPCs.

Declaration
public bool TargetRpcLinks
Field Value
Type Description
System.Boolean

WriteSceneObjectDetails

True to write scene and object name when sending scene object ids to clients.

Declaration
public bool WriteSceneObjectDetails
Field Value
Type Description
System.Boolean

Namespace FishNet.Managing.Debugging

Namespace FishNet.Managing.Debugging

Classes

DebugManager

A container for debugging.


Class LevelLoggingConfiguration

Class LevelLoggingConfiguration

Configuration ScriptableObject specifying which data to log. Used in conjuction with NetworkManager.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
LevelLoggingConfiguration
Inherited Members
LoggingConfiguration.LoggingEnabled
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Logging
Assembly: FishNet.Runtime.dll
Syntax
[CreateAssetMenu(fileName = "New LevelLoggingConfiguration", menuName = "FishNet/Logging/Level Logging Configuration")]
public class LevelLoggingConfiguration : LoggingConfiguration

Methods

CanLog(LoggingType)

True if can log for loggingType.

Declaration
public override bool CanLog(LoggingType loggingType)
Parameters
Type Name Description
LoggingType loggingType

Type of logging being filtered.

Returns
Type Description
System.Boolean
Overrides
LoggingConfiguration.CanLog(LoggingType)

Clone()

Clones this logging configuration.

Declaration
public override LoggingConfiguration Clone()
Returns
Type Description
LoggingConfiguration
Overrides
LoggingConfiguration.Clone()

InitializeOnce()

Initializes script for use.

Declaration
public override void InitializeOnce()
Overrides
LoggingConfiguration.InitializeOnce()

Log(String)

Logs a common value if can log.

Declaration
public override void Log(string value)
Parameters
Type Name Description
System.String value
Overrides
LoggingConfiguration.Log(String)

LogError(String)

Logs an error value if can log.

Declaration
public override void LogError(string value)
Parameters
Type Name Description
System.String value
Overrides
LoggingConfiguration.LogError(String)

LogWarning(String)

Logs a warning value if can log.

Declaration
public override void LogWarning(string value)
Parameters
Type Name Description
System.String value
Overrides
LoggingConfiguration.LogWarning(String)

Class LoggingConfiguration

Class LoggingConfiguration

Base for logging configurations.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
LoggingConfiguration
Inherited Members
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Logging
Assembly: FishNet.Runtime.dll
Syntax
public abstract class LoggingConfiguration : ScriptableObject

Fields

LoggingEnabled

True to use logging features. False to disable all logging.

Declaration
[Tooltip("True to use logging features. False to disable all logging.")]
public bool LoggingEnabled
Field Value
Type Description
System.Boolean

Methods

CanLog(LoggingType)

True if can log for loggingType.

Declaration
public abstract bool CanLog(LoggingType loggingType)
Parameters
Type Name Description
LoggingType loggingType

Type of logging being filtered.

Returns
Type Description
System.Boolean

Clone()

Clones this logging configuration.

Declaration
public abstract LoggingConfiguration Clone()
Returns
Type Description
LoggingConfiguration

InitializeOnce()

Initializes script for use.

Declaration
public virtual void InitializeOnce()

Log(String)

Logs a common value if can log.

Declaration
public abstract void Log(string value)
Parameters
Type Name Description
System.String value

LogError(String)

Logs an error value if can log.

Declaration
public abstract void LogError(string value)
Parameters
Type Name Description
System.String value

LogWarning(String)

Logs a warning value if can log.

Declaration
public abstract void LogWarning(string value)
Parameters
Type Name Description
System.String value

Enum LoggingType

Enum LoggingType

Type of logging being filtered.

Namespace: FishNet.Managing.Logging
Assembly: FishNet.Runtime.dll
Syntax
public enum LoggingType : byte

Fields

Name Description
Common

Log all common activities, warnings, and errors.

Error

Only log errors.

Off

Disable logging.

Warning

Log warnings and errors.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Namespace FishNet.Managing.Logging

Namespace FishNet.Managing.Logging

Classes

LevelLoggingConfiguration

Configuration ScriptableObject specifying which data to log. Used in conjuction with NetworkManager.

LoggingConfiguration

Base for logging configurations.

Enums

LoggingType

Type of logging being filtered.


Enum NetworkManager.HostIterationOrder

Enum NetworkManager.HostIterationOrder

Which socket to iterate data on first when as host.

Namespace: FishNet.Managing
Assembly: FishNet.Runtime.dll
Syntax
public enum HostIterationOrder

Fields

Name Description
ClientFirst
ServerFirst

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Enum NetworkManager.PersistenceType

Enum NetworkManager.PersistenceType

How to persist with multiple NetworkManagers.

Namespace: FishNet.Managing
Assembly: FishNet.Runtime.dll
Syntax
public enum PersistenceType

Fields

Name Description
AllowMultiple

Allow multiple NetworkManagers, do not destroy any automatically.

DestroyNewest

Destroy any new NetworkManagers.

DestroyOldest

Destroy previous NetworkManager when a new NetworkManager occurs.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class NetworkManager

Class NetworkManager

Acts as a container for all things related to your networking session.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing
Assembly: FishNet.Runtime.dll
Syntax
[DefaultExecutionOrder(-32768)]
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/NetworkManager")]
public sealed class NetworkManager : MonoBehaviour

Fields

FISHNET_VERSION

Version of this release.

Declaration
public const string FISHNET_VERSION = "4.4.7"
Field Value
Type Description
System.String

Properties

ClientManager

ClientManager for this NetworkManager.

Declaration
public ClientManager ClientManager { get; }
Property Value
Type Description
ClientManager

DebugManager

DebugManager for this NetworkManager.

Declaration
public DebugManager DebugManager { get; }
Property Value
Type Description
DebugManager

Initialized

True if this instance of the NetworkManager is initialized.

Declaration
public bool Initialized { get; }
Property Value
Type Description
System.Boolean

Instances

Currently initialized NetworkManagers.

Declaration
public static IReadOnlyList<NetworkManager> Instances { get; }
Property Value
Type Description
System.Collections.Generic.IReadOnlyList<NetworkManager>

IsClient

Declaration
[Obsolete("Use IsClientStarted. Note the difference between IsClientInitialized and IsClientStarted.")]
public bool IsClient { get; }
Property Value
Type Description
System.Boolean

IsClientOnly

Declaration
[Obsolete("Use IsClientOnlyStarted. Note the difference between IsClientOnlyInitialized and IsClientOnlyStarted.")]
public bool IsClientOnly { get; }
Property Value
Type Description
System.Boolean

IsClientOnlyStarted

True if only the client is started and authenticated.

Declaration
public bool IsClientOnlyStarted { get; }
Property Value
Type Description
System.Boolean

IsClientStarted

True if the client is started and authenticated.

Declaration
public bool IsClientStarted { get; }
Property Value
Type Description
System.Boolean

IsHost

Declaration
[Obsolete("Use IsHostStarted. Note the difference between IsHostInitialized and IsHostStarted.")]
public bool IsHost { get; }
Property Value
Type Description
System.Boolean

IsHostStarted

True if client and server are started.

Declaration
public bool IsHostStarted { get; }
Property Value
Type Description
System.Boolean

IsOffline

True if client nor server are started.

Declaration
public bool IsOffline { get; }
Property Value
Type Description
System.Boolean

IsServer

Declaration
[Obsolete("Use IsServerStarted. Note the difference between IsServerInitialized and IsServerStarted.")]
public bool IsServer { get; }
Property Value
Type Description
System.Boolean

IsServerOnly

Declaration
[Obsolete("Use IsServerOnlyStarted. Note the difference between IsServerOnlyInitialized and IsServerOnlyStarted.")]
public bool IsServerOnly { get; }
Property Value
Type Description
System.Boolean

IsServerOnlyStarted

True if only the server is started.

Declaration
public bool IsServerOnlyStarted { get; }
Property Value
Type Description
System.Boolean

IsServerStarted

True if server is started.

Declaration
public bool IsServerStarted { get; }
Property Value
Type Description
System.Boolean

ObjectPool

Object pool to use for this NetworkManager. Value may be null.

Declaration
public ObjectPool ObjectPool { get; }
Property Value
Type Description
FishNet.Utility.Performance.ObjectPool

ObserverManager

ObserverManager for this NetworkManager.

Declaration
public ObserverManager ObserverManager { get; }
Property Value
Type Description
ObserverManager

RollbackManager

RollbackManager for this NetworkManager.

Declaration
public RollbackManager RollbackManager { get; }
Property Value
Type Description
RollbackManager

RuntimeSpawnablePrefabs

Collection to use for spawnable objects added at runtime, such as addressables.

Declaration
public IReadOnlyDictionary<ushort, PrefabObjects> RuntimeSpawnablePrefabs { get; }
Property Value
Type Description
System.Collections.Generic.IReadOnlyDictionary<System.UInt16, FishNet.Managing.Object.PrefabObjects>

SceneManager

SceneManager for this NetworkManager.

Declaration
public SceneManager SceneManager { get; }
Property Value
Type Description
SceneManager

ServerManager

ServerManager for this NetworkManager.

Declaration
public ServerManager ServerManager { get; }
Property Value
Type Description
ServerManager

SpawnablePrefabs

Collection to use for spawnable objects.

Declaration
public PrefabObjects SpawnablePrefabs { get; set; }
Property Value
Type Description
FishNet.Managing.Object.PrefabObjects

StatisticsManager

StatisticsManager for this NetworkManager.

Declaration
public StatisticsManager StatisticsManager { get; }
Property Value
Type Description
StatisticsManager

TimeManager

TimeManager for this NetworkManager.

Declaration
public TimeManager TimeManager { get; }
Property Value
Type Description
TimeManager

TransportManager

TransportManager for this NetworkManager.

Declaration
public TransportManager TransportManager { get; }
Property Value
Type Description
TransportManager

Methods

CacheObjects(NetworkObject, Int32, Boolean)

Instantiates a number of objects and adds them to the pool.

Declaration
public void CacheObjects(NetworkObject prefab, int count, bool asServer)
Parameters
Type Name Description
NetworkObject prefab

Prefab to cache.

System.Int32 count

Quantity to spawn.

System.Boolean asServer

True if storing prefabs for the server collection. This is only applicable when using DualPrefabObjects.

GetInstance<T>()

Returns class of type from registered instances. A warning will display if not found.

Declaration
public T GetInstance<T>()
    where T : Component
Returns
Type Description
T
Type Parameters
Name Description
T

Type to get.

GetPooledInstantiated(NetworkObject, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(NetworkObject prefab, bool asServer)
Parameters
Type Name Description
NetworkObject prefab
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(NetworkObject, Transform, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(NetworkObject prefab, Transform parent, bool asServer)
Parameters
Type Name Description
NetworkObject prefab
UnityEngine.Transform parent
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(NetworkObject, Vector3, Quaternion, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(NetworkObject prefab, Vector3 position, Quaternion rotation, bool asServer)
Parameters
Type Name Description
NetworkObject prefab
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(NetworkObject, Vector3, Quaternion, Transform, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(NetworkObject prefab, Vector3 position, Quaternion rotation, Transform parent, bool asServer)
Parameters
Type Name Description
NetworkObject prefab
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation
UnityEngine.Transform parent
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(Int32, UInt16, ObjectPoolRetrieveOption, Transform, Nullable<Vector3>, Nullable<Quaternion>, Nullable<Vector3>, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(int prefabId, ushort collectionId, ObjectPoolRetrieveOption options, Transform parent, Vector3? position, Quaternion? rotation, Vector3? scale, bool asServer)
Parameters
Type Name Description
System.Int32 prefabId
System.UInt16 collectionId
FishNet.Utility.Performance.ObjectPoolRetrieveOption options
UnityEngine.Transform parent
System.Nullable<UnityEngine.Vector3> position
System.Nullable<UnityEngine.Quaternion> rotation
System.Nullable<UnityEngine.Vector3> scale
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(Int32, UInt16, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(int prefabId, ushort collectionId, bool asServer)
Parameters
Type Name Description
System.Int32 prefabId
System.UInt16 collectionId
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(Int32, UInt16, Transform, Nullable<Vector3>, Nullable<Quaternion>, Nullable<Vector3>, Boolean, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
[Obsolete("Use GetPooledInstantiated(int, ushort, RetrieveOption, parent, Vector3?, Quaternion? Vector3?, bool) instead.")]
public NetworkObject GetPooledInstantiated(int prefabId, ushort collectionId, Transform parent, Vector3? position, Quaternion? rotation, Vector3? scale, bool makeActive, bool asServer)
Parameters
Type Name Description
System.Int32 prefabId
System.UInt16 collectionId
UnityEngine.Transform parent
System.Nullable<UnityEngine.Vector3> position
System.Nullable<UnityEngine.Quaternion> rotation
System.Nullable<UnityEngine.Vector3> scale
System.Boolean makeActive

True to make the NetworkObject active if not already. Using false will not prevent an object from activating via instantation, but rather indicates to not set active manually prior to returning a NetworkObject.

System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(Int32, UInt16, Vector3, Quaternion, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(int prefabId, ushort collectionId, Vector3 position, Quaternion rotation, bool asServer)
Parameters
Type Name Description
System.Int32 prefabId
System.UInt16 collectionId
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(GameObject, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(GameObject prefab, bool asServer)
Parameters
Type Name Description
UnityEngine.GameObject prefab
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(GameObject, Transform, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(GameObject prefab, Transform parent, bool asServer)
Parameters
Type Name Description
UnityEngine.GameObject prefab
UnityEngine.Transform parent
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(GameObject, Vector3, Quaternion, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(GameObject prefab, Vector3 position, Quaternion rotation, bool asServer)
Parameters
Type Name Description
UnityEngine.GameObject prefab
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPooledInstantiated(GameObject, Vector3, Quaternion, Transform, Boolean)

Returns an instantiated or pooled object using supplied values. When a value is not specified it uses default values to the prefab or NetworkManager.

Declaration
public NetworkObject GetPooledInstantiated(GameObject prefab, Vector3 position, Quaternion rotation, Transform parent, bool asServer)
Parameters
Type Name Description
UnityEngine.GameObject prefab
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation
UnityEngine.Transform parent
System.Boolean asServer
Returns
Type Description
NetworkObject

GetPrefab(Int32, Boolean)

Returns a prefab with prefabId. This method will bypass object pooling.

Declaration
public NetworkObject GetPrefab(int prefabId, bool asServer)
Parameters
Type Name Description
System.Int32 prefabId

PrefabId to get.

System.Boolean asServer

True if getting the prefab asServer.

Returns
Type Description
NetworkObject

GetPrefabIndex(GameObject, Boolean)

Gets the index a prefab uses. Can be used in conjuction with GetPrefab.

Declaration
public int GetPrefabIndex(GameObject prefab, bool asServer)
Parameters
Type Name Description
UnityEngine.GameObject prefab
System.Boolean asServer

True if to get from the server collection.

Returns
Type Description
System.Int32

Returns index if found, and -1 if not found.

GetPrefabObjects<T>(UInt16, Boolean)

Gets the PrefabObjects to use for spawnableCollectionId.

Declaration
public PrefabObjects GetPrefabObjects<T>(ushort spawnableCollectionId, bool createIfMissing)
    where T : PrefabObjects
Parameters
Type Name Description
System.UInt16 spawnableCollectionId

Id to use. 0 will return the configured SpawnablePrefabs.

System.Boolean createIfMissing

True to create and assign a PrefabObjects if missing for the collectionId.

Returns
Type Description
FishNet.Managing.Object.PrefabObjects
Type Parameters
Name Description
T

Type of PrefabObjects to return. This is also used to create an instance of type when createIfMissing is true.

HasInstance<T>()

Returns if an instance exists for type.

Declaration
public bool HasInstance<T>()
    where T : Component
Returns
Type Description
System.Boolean
Type Parameters
Name Description
T

Type to check.

RegisterInstance<T>(T, Boolean)

Registers a new component to this NetworkManager.

Declaration
public void RegisterInstance<T>(T component, bool replace = true)
    where T : Component
Parameters
Type Name Description
T component

Reference of the component being registered.

System.Boolean replace

True to replace existing references.

Type Parameters
Name Description
T

Type to register.

RegisterInvokeOnInstance<T>(Action<Component>)

Invokes an action when a specified component becomes registered. Action will invoke immediately if already registered.

Declaration
public void RegisterInvokeOnInstance<T>(Action<Component> handler)
    where T : Component
Parameters
Type Name Description
System.Action<UnityEngine.Component> handler

Action to invoke.

Type Parameters
Name Description
T

Component type.

RemoveSpawnableCollection(UInt16)

Removes the PrefabObjects collection from memory. This should only be called after you properly disposed of it's contents properly.

Declaration
public bool RemoveSpawnableCollection(ushort spawnableCollectionId)
Parameters
Type Name Description
System.UInt16 spawnableCollectionId

CollectionId to remove.

Returns
Type Description
System.Boolean

True if collection was found and removed.

StorePooledInstantiated(NetworkObject, Boolean)

Stores an instantied object.

Declaration
public void StorePooledInstantiated(NetworkObject instantiated, bool asServer)
Parameters
Type Name Description
NetworkObject instantiated

Object which was instantiated.

System.Boolean asServer

True to store for the server.

TryGetInstance<T>(out T)

Returns class of type from registered instances.

Declaration
public bool TryGetInstance<T>(out T result)
    where T : Component
Parameters
Type Name Description
T result
Returns
Type Description
System.Boolean

True if was able to get instance.

Type Parameters
Name Description
T

Type to get.

TryRegisterInstance<T>(T)

Tries to registers a new component to this NetworkManager. This will not register the instance if another already exists.

Declaration
public bool TryRegisterInstance<T>(T component)
    where T : Component
Parameters
Type Name Description
T component

Reference of the component being registered.

Returns
Type Description
System.Boolean

True if was able to register, false if an instance is already registered.

Type Parameters
Name Description
T

Type to register.

UnregisterInstance<T>()

Unregisters a component from this NetworkManager.

Declaration
public void UnregisterInstance<T>()
    where T : Component
Type Parameters
Name Description
T

Type to unregister.

UnregisterInvokeOnInstance<T>(Action<Component>)

Removes an action to be invokes when a specified component becomes registered.

Declaration
public void UnregisterInvokeOnInstance<T>(Action<Component> handler)
    where T : Component
Parameters
Type Name Description
System.Action<UnityEngine.Component> handler

Action to invoke.

Type Parameters
Name Description
T

Component type.

Extension Methods

NetworkManagerExtensions.Log(NetworkManager, LoggingType, String)
NetworkManagerExtensions.Log(NetworkManager, String)
NetworkManagerExtensions.LogWarning(NetworkManager, String)
NetworkManagerExtensions.LogError(NetworkManager, String)

Class NetworkManagerExtensions

Class NetworkManagerExtensions

Inheritance
System.Object
NetworkManagerExtensions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing
Assembly: FishNet.Runtime.dll
Syntax
public static class NetworkManagerExtensions

Methods

CanLog(LoggingType)

True if can log for loggingType.

Declaration
public static bool CanLog(LoggingType lt)
Parameters
Type Name Description
LoggingType lt
Returns
Type Description
System.Boolean

Log(NetworkManager, LoggingType, String)

Performs a log using the loggingType, should logging settings permit it.

Declaration
public static void Log(this NetworkManager networkManager, LoggingType loggingType, string value)
Parameters
Type Name Description
NetworkManager networkManager
LoggingType loggingType
System.String value

Log(NetworkManager, String)

Performs a common log, should logging settings permit it.

Declaration
public static void Log(this NetworkManager networkManager, string message)
Parameters
Type Name Description
NetworkManager networkManager
System.String message

Log(String)

Performs a common log, should logging settings permit it.

Declaration
public static void Log(string msg)
Parameters
Type Name Description
System.String msg

LogError(NetworkManager, String)

Performs an error log, should logging settings permit it.

Declaration
public static void LogError(this NetworkManager networkManager, string message)
Parameters
Type Name Description
NetworkManager networkManager
System.String message

LogError(String)

Performs an error log, should logging settings permit it.

Declaration
public static void LogError(string msg)
Parameters
Type Name Description
System.String msg

LogWarning(NetworkManager, String)

Performs a warning log, should logging settings permit it.

Declaration
public static void LogWarning(this NetworkManager networkManager, string message)
Parameters
Type Name Description
NetworkManager networkManager
System.String message

LogWarning(String)

Performs a warning log, should logging settings permit it.

Declaration
public static void LogWarning(string msg)
Parameters
Type Name Description
System.String msg

Struct DualPrefab

Struct DualPrefab

When using dual prefabs, defines which prefab to spawn for server, and which for clients.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Object
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public struct DualPrefab

Fields

Client

Declaration
public NetworkObject Client
Field Value
Type Description
NetworkObject

Server

Declaration
public NetworkObject Server
Field Value
Type Description
NetworkObject

Class ManagedObjects

Class ManagedObjects

Inheritance
System.Object
ManagedObjects
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Object
Assembly: FishNet.Runtime.dll
Syntax
public abstract class ManagedObjects

Fields

SceneObjects_Internal

Objects in currently loaded scenes. These objects can be active or inactive. Key is the objectId while value is the object. Key is not the same as NetworkObject.ObjectId.

Declaration
protected Dictionary<ulong, NetworkObject> SceneObjects_Internal
Field Value
Type Description
System.Collections.Generic.Dictionary<System.UInt64, NetworkObject>

Spawned

NetworkObjects which are currently active.

Declaration
public Dictionary<int, NetworkObject> Spawned
Field Value
Type Description
System.Collections.Generic.Dictionary<System.Int32, NetworkObject>

Properties

NetworkManager

NetworkManager handling this.

Declaration
protected NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

SceneObjects

Objects in currently loaded scenes. These objects can be active or inactive. Key is the objectId while value is the object. Key is not the same as NetworkObject.ObjectId.

Declaration
public IReadOnlyDictionary<ulong, NetworkObject> SceneObjects { get; }
Property Value
Type Description
System.Collections.Generic.IReadOnlyDictionary<System.UInt64, NetworkObject>

Methods

AddToSceneObjects(NetworkObject)

Adds a NetworkObject to SceneObjects.

Declaration
protected void AddToSceneObjects(NetworkObject nob)
Parameters
Type Name Description
NetworkObject nob

CanPredictedDespawn(NetworkObject, NetworkConnection, Boolean, Reader)

Returns if a NetworkObject meets basic criteria for being predicted despawned.

Declaration
protected bool CanPredictedDespawn(NetworkObject nob, NetworkConnection despawner, bool asServer, Reader reader = null)
Parameters
Type Name Description
NetworkObject nob
NetworkConnection despawner
System.Boolean asServer
Reader reader

If not null reader will be cleared on error.

Returns
Type Description
System.Boolean

CanPredictedSpawn(NetworkObject, NetworkConnection, Boolean, Reader)

Returns if a NetworkObject meets basic criteria for being predicted spawned.

Declaration
protected bool CanPredictedSpawn(NetworkObject nob, NetworkConnection spawner, bool asServer, Reader reader = null)
Parameters
Type Name Description
NetworkObject nob
NetworkConnection spawner
System.Boolean asServer
Reader reader

If not null reader will be cleared on error.

Returns
Type Description
System.Boolean

GetNextNetworkObjectId(Boolean)

Returns the next ObjectId to use.

Declaration
protected virtual int GetNextNetworkObjectId(bool errorCheck = true)
Parameters
Type Name Description
System.Boolean errorCheck
Returns
Type Description
System.Int32

GetSpawnedNetworkObject(Int32)

Finds a NetworkObject within Spawned.

Declaration
protected NetworkObject GetSpawnedNetworkObject(int objectId)
Parameters
Type Name Description
System.Int32 objectId
Returns
Type Description
NetworkObject

Initialize(NetworkManager)

Declaration
protected virtual void Initialize(NetworkManager manager)
Parameters
Type Name Description
NetworkManager manager

InitializePrefab(NetworkObject, Int32, Nullable<UInt16>)

Initializes a prefab, not to be mistaken for initializing a spawned object.

Declaration
public static void InitializePrefab(NetworkObject prefab, int index, ushort? collectionId = null)
Parameters
Type Name Description
NetworkObject prefab

Prefab to initialize.

System.Int32 index

Index within spawnable prefabs.

System.Nullable<System.UInt16> collectionId

ReadSceneObjectId(PooledReader, out UInt64)

Finishes reading a scene object.

Declaration
protected void ReadSceneObjectId(PooledReader reader, out ulong sceneId)
Parameters
Type Name Description
PooledReader reader
System.UInt64 sceneId

ReadTransformProperties(Reader, out Nullable<Vector3>, out Nullable<Quaternion>, out Nullable<Vector3>)

Reads and outputs a transforms values.

Declaration
protected void ReadTransformProperties(Reader reader, out Vector3? localPosition, out Quaternion? localRotation, out Vector3? localScale)
Parameters
Type Name Description
Reader reader
System.Nullable<UnityEngine.Vector3> localPosition
System.Nullable<UnityEngine.Quaternion> localRotation
System.Nullable<UnityEngine.Vector3> localScale

RemoveFromSceneObjects(NetworkObject)

Removes a NetworkObject from SceneObjects.

Declaration
protected void RemoveFromSceneObjects(NetworkObject nob)
Parameters
Type Name Description
NetworkObject nob

RemoveFromSceneObjects(UInt64)

Removes a NetworkObject from SceneObjects.

Declaration
protected void RemoveFromSceneObjects(ulong sceneId)
Parameters
Type Name Description
System.UInt64 sceneId

RemoveFromSpawned(NetworkObject, Boolean, Boolean)

Removes a NetworkedObject from spawned.

Declaration
protected virtual void RemoveFromSpawned(NetworkObject nob, bool unexpectedlyDestroyed, bool asServer)
Parameters
Type Name Description
NetworkObject nob
System.Boolean unexpectedlyDestroyed
System.Boolean asServer

SceneManager_sceneLoaded(Scene, LoadSceneMode)

Called when a scene is loaded.

Declaration
protected virtual void SceneManager_sceneLoaded(Scene s, LoadSceneMode arg1)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene s
UnityEngine.SceneManagement.LoadSceneMode arg1

SkipDataLength(UInt16, PooledReader, Int32, Int32)

Tries to skip data length for a packet.

Declaration
protected void SkipDataLength(ushort packetId, PooledReader reader, int dataLength, int rpcLinkObjectId = -1)
Parameters
Type Name Description
System.UInt16 packetId
PooledReader reader
System.Int32 dataLength
System.Int32 rpcLinkObjectId

WriteChangedTransformProperties(NetworkObject, Boolean, Writer)

Writes changed transform proeprties to writer.

Declaration
protected void WriteChangedTransformProperties(NetworkObject nob, bool sceneObject, Writer headerWriter)
Parameters
Type Name Description
NetworkObject nob
System.Boolean sceneObject
Writer headerWriter

WriteDespawn(NetworkObject, DespawnType, Writer)

Writes a despawn.

Declaration
protected void WriteDespawn(NetworkObject nob, DespawnType despawnType, Writer everyoneWriter)
Parameters
Type Name Description
NetworkObject nob
DespawnType despawnType
Writer everyoneWriter

Namespace FishNet.Managing.Object

Namespace FishNet.Managing.Object

Classes

ManagedObjects

Structs

DualPrefab

When using dual prefabs, defines which prefab to spawn for server, and which for clients.


Class ObserverManager

Class ObserverManager

Additional options for managing the observer system.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
ObserverManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Observing
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/ObserverManager")]
public sealed class ObserverManager : MonoBehaviour

Properties

MaximumTimedObserversDuration

Maximum duration the server will take to update timed observer conditions as server load increases. Lower values will result in timed conditions being checked quicker at the cost of performance..

Declaration
public float MaximumTimedObserversDuration { get; }
Property Value
Type Description
System.Single

UpdateHostVisibility

True to update visibility for clientHost based on if they are an observer or not.

Declaration
public bool UpdateHostVisibility { get; }
Property Value
Type Description
System.Boolean

Methods

SetMaximumTimedObserversDuration(Single)

Sets the MaximumTimedObserversDuration value.

Declaration
public void SetMaximumTimedObserversDuration(float value)
Parameters
Type Name Description
System.Single value

New maximum duration to update timed observers over.

SetUpdateHostVisibility(Boolean, HostVisibilityUpdateTypes)

Sets a new value for UpdateHostVisibility.

Declaration
public void SetUpdateHostVisibility(bool value, HostVisibilityUpdateTypes updateType)
Parameters
Type Name Description
System.Boolean value

New value.

HostVisibilityUpdateTypes updateType

Which objects to update.


Namespace FishNet.Managing.Observing

Namespace FishNet.Managing.Observing

Classes

ObserverManager

Additional options for managing the observer system.


Delegate PredictionManager.PostPhysicsSyncTransformDel

Delegate PredictionManager.PostPhysicsSyncTransformDel

Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
public delegate void PostPhysicsSyncTransformDel(uint clientTick, uint serverTick);
Parameters
Type Name Description
System.UInt32 clientTick
System.UInt32 serverTick

Delegate PredictionManager.PostReconcileDel

Delegate PredictionManager.PostReconcileDel

Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
public delegate void PostReconcileDel(uint clientTick, uint serverTick);
Parameters
Type Name Description
System.UInt32 clientTick
System.UInt32 serverTick

Delegate PredictionManager.PostReplicateReplayDel

Delegate PredictionManager.PostReplicateReplayDel

Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
public delegate void PostReplicateReplayDel(uint clientTick, uint serverTick);
Parameters
Type Name Description
System.UInt32 clientTick
System.UInt32 serverTick

Delegate PredictionManager.PrePhysicsSyncTransformDel

Delegate PredictionManager.PrePhysicsSyncTransformDel

Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
public delegate void PrePhysicsSyncTransformDel(uint clientTick, uint serverTick);
Parameters
Type Name Description
System.UInt32 clientTick
System.UInt32 serverTick

Delegate PredictionManager.PreReconcileDel

Delegate PredictionManager.PreReconcileDel

Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
public delegate void PreReconcileDel(uint clientTick, uint serverTick);
Parameters
Type Name Description
System.UInt32 clientTick
System.UInt32 serverTick

Delegate PredictionManager.PreReplicateReplayDel

Delegate PredictionManager.PreReplicateReplayDel

Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
public delegate void PreReplicateReplayDel(uint clientTick, uint serverTick);
Parameters
Type Name Description
System.UInt32 clientTick
System.UInt32 serverTick

Delegate PredictionManager.ReconcileDel

Delegate PredictionManager.ReconcileDel

Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
public delegate void ReconcileDel(uint clientTick, uint serverTick);
Parameters
Type Name Description
System.UInt32 clientTick
System.UInt32 serverTick

Delegate PredictionManager.ReplicateReplayDel

Delegate PredictionManager.ReplicateReplayDel

Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
public delegate void ReplicateReplayDel(uint clientTick, uint serverTick);
Parameters
Type Name Description
System.UInt32 clientTick
System.UInt32 serverTick

Class PredictionManager

Class PredictionManager

Additional options for managing the observer system.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
PredictionManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/PredictionManager")]
public sealed class PredictionManager : MonoBehaviour

Properties

ClientReplayTick

When not unset this is the current tick which local client is replaying authoraitive inputs on.

Declaration
public uint ClientReplayTick { get; }
Property Value
Type Description
System.UInt32

ClientStateTick

Local tick on the most recent performed reconcile.

Declaration
public uint ClientStateTick { get; }
Property Value
Type Description
System.UInt32

IsReconciling

True if prediction is currently reconciling. While reconciling run replicates will be replays.

Declaration
public bool IsReconciling { get; }
Property Value
Type Description
System.Boolean

ServerReplayTick

When not unset this is the current tick which local client is replaying non-authoraitive inputs on.

Declaration
public uint ServerReplayTick { get; }
Property Value
Type Description
System.UInt32

ServerStateTick

Server tick on the most recent performed reconcile.

Declaration
public uint ServerStateTick { get; }
Property Value
Type Description
System.UInt32

StateOrder

The order in which states are run. Future favors performance and does not depend upon reconciles, while Past favors accuracy but clients must reconcile every tick.

Declaration
public ReplicateStateOrder StateOrder { get; }
Property Value
Type Description
ReplicateStateOrder

Methods

GetMaximumServerReplicates()

Maximum number of replicates a server can queue per object. Higher values will put more load on the server and add replicate latency for the client.

Declaration
public byte GetMaximumServerReplicates()
Returns
Type Description
System.Byte

GetReconcileStateTick(Boolean)

Returns client or server state tick for the current reconcile.

Declaration
public uint GetReconcileStateTick(bool clientTick)
Parameters
Type Name Description
System.Boolean clientTick

True to return client state tick, false for servers.

Returns
Type Description
System.UInt32

SetMaximumServerReplicates(Byte)

Sets the maximum number of replicates a server can queue per object.

Declaration
public void SetMaximumServerReplicates(byte value)
Parameters
Type Name Description
System.Byte value

SetStateOrder(ReplicateStateOrder)

Sets the current ReplicateStateOrder. This may be changed at runtime. Changing this value only affects the client which it is changed on.

Declaration
public void SetStateOrder(ReplicateStateOrder stateOrder)
Parameters
Type Name Description
ReplicateStateOrder stateOrder

Events

OnPostPhysicsTransformSync

Called after Physics SyncTransforms are run after a reconcile. This will only invoke if physics are set to TimeManager, within the TimeManager inspector.

Declaration
public event PredictionManager.PostPhysicsSyncTransformDel OnPostPhysicsTransformSync
Event Type
Type Description
PredictionManager.PostPhysicsSyncTransformDel

OnPostReconcile

Called after performing a reconcile. Contains the client and server tick the reconcile is for.

Declaration
public event PredictionManager.PostReconcileDel OnPostReconcile
Event Type
Type Description
PredictionManager.PostReconcileDel

OnPostReplicateReplay

Called after physics is simulated when replaying a replicate method.

Declaration
public event PredictionManager.PostReplicateReplayDel OnPostReplicateReplay
Event Type
Type Description
PredictionManager.PostReplicateReplayDel

OnPrePhysicsTransformSync

Called before Physics SyncTransforms are run after a reconcile. This will only invoke if physics are set to TimeManager, within the TimeManager inspector.

Declaration
public event PredictionManager.PrePhysicsSyncTransformDel OnPrePhysicsTransformSync
Event Type
Type Description
PredictionManager.PrePhysicsSyncTransformDel

OnPreReconcile

Called before performing a reconcile. Contains the client and server tick the reconcile is for.

Declaration
public event PredictionManager.PreReconcileDel OnPreReconcile
Event Type
Type Description
PredictionManager.PreReconcileDel

OnPreReplicateReplay

Called before physics is simulated when replaying a replicate method.

Declaration
public event PredictionManager.PreReplicateReplayDel OnPreReplicateReplay
Event Type
Type Description
PredictionManager.PreReplicateReplayDel

OnReconcile

Called when performing a reconcile. This is used internally to reconcile objects and does not gaurantee your subscriptions to this event will process before or after internal components.

Declaration
public event PredictionManager.ReconcileDel OnReconcile
Event Type
Type Description
PredictionManager.ReconcileDel

Enum ReplicateStateOrder

Enum ReplicateStateOrder

Namespace: FishNet.Managing.Predicting
Assembly: FishNet.Runtime.dll
Syntax
public enum ReplicateStateOrder

Fields

Name Description
Appended

On clients states are still placed in the past but rather than wait until a reconcile to run, they are also placed into a queue and run as they are received. This causes states to initially run out of tick alignment, while correcting during reconciles. However, due to states no longer depending on reconciles to be run reconciles may be sent less, and clients may run reconciles less, resulting in high performance gain especially among physics-based games.

Inserted

On clients states are placed in the past and then run when reconciles occur. This ensures that the local client is running states at the exact same time the server had, resulting in the best possible outcome for prediction accuracy. To function properly however, clients must reconcile regularly to run past inputs which may cause performance loss on lower-end client devices.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Namespace FishNet.Managing.Predicting

Namespace FishNet.Managing.Predicting

Classes

PredictionManager

Additional options for managing the observer system.

Enums

ReplicateStateOrder

Delegates

PredictionManager.PostPhysicsSyncTransformDel

PredictionManager.PostReconcileDel

PredictionManager.PostReplicateReplayDel

PredictionManager.PrePhysicsSyncTransformDel

PredictionManager.PreReconcileDel

PredictionManager.PreReplicateReplayDel

PredictionManager.ReconcileDel

PredictionManager.ReplicateReplayDel


Enum RemoteTimeoutType

Enum RemoteTimeoutType

Namespace: FishNet.Managing
Assembly: FishNet.Runtime.dll
Syntax
public enum RemoteTimeoutType

Fields

Name Description
Development

Enable in all builds and editor.

Disabled

Disable this feature.

Release

Only enable in release builds.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Struct ClientPresenceChangeEventArgs

Struct ClientPresenceChangeEventArgs

Data container about a scene presence change for a client.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public struct ClientPresenceChangeEventArgs

Fields

Added

True if the client was added to the scene, false is removed.

Declaration
public bool Added
Field Value
Type Description
System.Boolean

Connection

Connection to client.

Declaration
public NetworkConnection Connection
Field Value
Type Description
NetworkConnection

Scene

Scene on the server which the client's presence has changed.

Declaration
public Scene Scene
Field Value
Type Description
UnityEngine.SceneManagement.Scene

Class DefaultSceneProcessor

Class DefaultSceneProcessor

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
DefaultSceneProcessor
Inherited Members
SceneProcessorBase.SceneManager
SceneProcessorBase.MovedObjectsScene
SceneProcessorBase.DelayedDestroyScene
SceneProcessorBase.FallbackActiveScene
SceneProcessorBase.Initialize(SceneManager)
SceneProcessorBase.UnloadStart(LoadQueueData)
SceneProcessorBase.UnloadEnd(LoadQueueData)
SceneProcessorBase.UnloadEnd(UnloadQueueData)
SceneProcessorBase.GetMovedObjectsScene()
SceneProcessorBase.GetDelayedDestroyScene()
SceneProcessorBase.GetFallbackActiveScene()
SceneProcessorBase.FindOrCreateScene(String)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class DefaultSceneProcessor : SceneProcessorBase

Fields

CurrentAsyncOperation

Current AsyncOperation being processed.

Declaration
protected AsyncOperation CurrentAsyncOperation
Field Value
Type Description
UnityEngine.AsyncOperation

LoadingAsyncOperations

Currently active loading AsyncOperations.

Declaration
protected List<AsyncOperation> LoadingAsyncOperations
Field Value
Type Description
System.Collections.Generic.List<UnityEngine.AsyncOperation>

Scenes

A collection of scenes used both for loading and unloading.

Declaration
protected List<Scene> Scenes
Field Value
Type Description
System.Collections.Generic.List<UnityEngine.SceneManagement.Scene>

Methods

ActivateLoadedScenes()

Activates scenes which were loaded.

Declaration
public override void ActivateLoadedScenes()
Overrides
SceneProcessorBase.ActivateLoadedScenes()

AddLoadedScene(Scene)

Adds a loaded scene.

Declaration
public override void AddLoadedScene(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene loaded.

Overrides
SceneProcessorBase.AddLoadedScene(Scene)

AsyncsIsDone()

Returns if all asynchronized tasks are considered IsDone.

Declaration
public override IEnumerator AsyncsIsDone()
Returns
Type Description
System.Collections.IEnumerator
Overrides
SceneProcessorBase.AsyncsIsDone()

BeginLoadAsync(String, LoadSceneParameters)

Begin loading a scene using an async method.

Declaration
public override void BeginLoadAsync(string sceneName, LoadSceneParameters parameters)
Parameters
Type Name Description
System.String sceneName

Scene name to load.

UnityEngine.SceneManagement.LoadSceneParameters parameters
Overrides
SceneProcessorBase.BeginLoadAsync(String, LoadSceneParameters)

BeginUnloadAsync(Scene)

Begin unloading a scene using an async method.

Declaration
public override void BeginUnloadAsync(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene
Overrides
SceneProcessorBase.BeginUnloadAsync(Scene)

GetLoadedScenes()

Returns scenes which were loaded during a load operation.

Declaration
public override List<Scene> GetLoadedScenes()
Returns
Type Description
System.Collections.Generic.List<UnityEngine.SceneManagement.Scene>
Overrides
SceneProcessorBase.GetLoadedScenes()

GetPercentComplete()

Returns the progress on the current scene load or unload.

Declaration
public override float GetPercentComplete()
Returns
Type Description
System.Single
Overrides
SceneProcessorBase.GetPercentComplete()

IsPercentComplete()

Returns if a scene load or unload percent is done.

Declaration
public override bool IsPercentComplete()
Returns
Type Description
System.Boolean
Overrides
SceneProcessorBase.IsPercentComplete()

LoadEnd(LoadQueueData)

Declaration
public override void LoadEnd(LoadQueueData queueData)
Parameters
Type Name Description
LoadQueueData queueData
Overrides
SceneProcessorBase.LoadEnd(LoadQueueData)

LoadStart(LoadQueueData)

Called when scene loading has begun.

Declaration
public override void LoadStart(LoadQueueData queueData)
Parameters
Type Name Description
LoadQueueData queueData
Overrides
SceneProcessorBase.LoadStart(LoadQueueData)

UnloadStart(UnloadQueueData)

Called when scene unloading has begun within an unload operation.

Declaration
public override void UnloadStart(UnloadQueueData queueData)
Parameters
Type Name Description
UnloadQueueData queueData
Overrides
SceneProcessorBase.UnloadStart(UnloadQueueData)

Struct EmptyStartScenesBroadcast

Struct EmptyStartScenesBroadcast

Sent when there are starting scenes for the client to load.

Implements
IBroadcast
Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public struct EmptyStartScenesBroadcast : IBroadcast

Implements

IBroadcast

Class LoadOptions

Class LoadOptions

Settings to apply when loading a scene.

Inheritance
System.Object
LoadOptions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class LoadOptions

Fields

Addressables

True if scenes should be loaded using addressables. This field only exists for optional use so the user may know if their queue data is using addressables.

Declaration
public bool Addressables
Field Value
Type Description
System.Boolean

AllowStacking

False if to only load scenes which are not yet loaded. When true a scene may load multiple times; this is known as scene stacking. Only the server is able to stack scenes; clients will load a single instance. Global scenes cannot be stacked.

Declaration
[NonSerialized]
public bool AllowStacking
Field Value
Type Description
System.Boolean

AutomaticallyUnload

True if to automatically unload the loaded scenes when they are no longer being used by clients. This field only applies to scenes loaded for connections, not globally loaded scenes.

Declaration
[NonSerialized]
public bool AutomaticallyUnload
Field Value
Type Description
System.Boolean

LocalPhysics

LocalPhysics mode to use when loading this scene. Generally this will only be used when applying scene stacking. Only used by the server. https://docs.unity3d.com/ScriptReference/SceneManagement.LocalPhysicsMode.html

Declaration
[NonSerialized]
public LocalPhysicsMode LocalPhysics
Field Value
Type Description
UnityEngine.SceneManagement.LocalPhysicsMode

ReloadScenes

True to reload a scene if it's already loaded. This does not function yet.

Declaration
[Obsolete("This feature is not functional yet but will be at a later release.")]
public bool ReloadScenes
Field Value
Type Description
System.Boolean

Class LoadParams

Class LoadParams

Additional user-crafted data which can be included in scene load callbacks.

Inheritance
System.Object
LoadParams
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class LoadParams

Fields

ClientParams

Bytes which are sent to clients during scene loads. Can contain any information.

Declaration
public byte[] ClientParams
Field Value
Type Description
System.Byte[]

ServerParams

Objects which are included in callbacks on the server when loading a scene. Can be useful for including unique information about the scene, such as match id. These are not sent to clients; use ClientParams for this.

Declaration
[NonSerialized]
public object[] ServerParams
Field Value
Type Description
System.Object[]

Class LoadQueueData

Class LoadQueueData

Data generated when loading a scene.

Inheritance
System.Object
LoadQueueData
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class LoadQueueData

Constructors

LoadQueueData()

Declaration
public LoadQueueData()

Fields

AsServer

True if to iterate this queue data as server.

Declaration
[NonSerialized]
public readonly bool AsServer
Field Value
Type Description
System.Boolean

Connections

Connections to load scenes for. Only valid on the server and when ScopeType is Connections.

Declaration
[NonSerialized]
public NetworkConnection[] Connections
Field Value
Type Description
NetworkConnection[]

GlobalScenes

Current global scenes.

Declaration
public string[] GlobalScenes
Field Value
Type Description
System.String[]

SceneLoadData

SceneLoadData to use.

Declaration
public SceneLoadData SceneLoadData
Field Value
Type Description
SceneLoadData

ScopeType

Clients which receive this SceneQueueData. If Networked, all clients do. If Connections, only the specified Connections do.

Declaration
[NonSerialized]
public SceneScopeType ScopeType
Field Value
Type Description
SceneScopeType

Struct PreferredScene

Struct PreferredScene

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public struct PreferredScene

Constructors

PreferredScene(SceneLookupData)

Sets the same preferred scene for client and server.

Declaration
public PreferredScene(SceneLookupData sld)
Parameters
Type Name Description
SceneLookupData sld

PreferredScene(SceneLookupData, SceneLookupData)

Sets an individual preferred scene for client and server.

Declaration
public PreferredScene(SceneLookupData client, SceneLookupData server)
Parameters
Type Name Description
SceneLookupData client
SceneLookupData server

Fields

Client

Preferred scene for the client.

Declaration
public SceneLookupData Client
Field Value
Type Description
SceneLookupData

Server

Preferred scene for the server.

Declaration
public SceneLookupData Server
Field Value
Type Description
SceneLookupData

Enum ReplaceOption

Enum ReplaceOption

How to replace scenes when loading.

Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public enum ReplaceOption : byte

Fields

Name Description
All

Replace all scenes, online and offline.

None

Do not replace any scenes, additional scenes will be loaded as additive.

OnlineOnly

Only replace scenes loaded using the SceneManager.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class SceneLoadData

Class SceneLoadData

Data about which scenes to load.

Inheritance
System.Object
SceneLoadData
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class SceneLoadData

Constructors

SceneLoadData()

Declaration
public SceneLoadData()

SceneLoadData(SceneLookupData)

Declaration
public SceneLoadData(SceneLookupData sceneLookupData)
Parameters
Type Name Description
SceneLookupData sceneLookupData

Scene to load by SceneLookupData.

SceneLoadData(SceneLookupData[])

Declaration
public SceneLoadData(SceneLookupData[] sceneLookupDatas)
Parameters
Type Name Description
SceneLookupData[] sceneLookupDatas

Scenes to load by SceneLookupDatas.

SceneLoadData(SceneLookupData[], NetworkObject[])

Declaration
public SceneLoadData(SceneLookupData[] sceneLookupDatas, NetworkObject[] movedNetworkObjects)
Parameters
Type Name Description
SceneLookupData[] sceneLookupDatas

Scenes to load by SceneLookupDatas.

NetworkObject[] movedNetworkObjects

NetworkObjects to move to the first specified scene.

SceneLoadData(List<Int32>)

Declaration
public SceneLoadData(List<int> sceneHandles)
Parameters
Type Name Description
System.Collections.Generic.List<System.Int32> sceneHandles

Scenes to load by handle.

SceneLoadData(List<String>)

Declaration
public SceneLoadData(List<string> sceneNames)
Parameters
Type Name Description
System.Collections.Generic.List<System.String> sceneNames

Scenes to load by name.

SceneLoadData(List<Scene>)

Declaration
public SceneLoadData(List<Scene> scenes)
Parameters
Type Name Description
System.Collections.Generic.List<UnityEngine.SceneManagement.Scene> scenes

Scenes to load.

SceneLoadData(Int32)

Declaration
public SceneLoadData(int sceneHandle)
Parameters
Type Name Description
System.Int32 sceneHandle

Scene to load by handle.

SceneLoadData(Int32, String)

Declaration
public SceneLoadData(int sceneHandle, string sceneName)
Parameters
Type Name Description
System.Int32 sceneHandle

Scene to load by handle.

System.String sceneName

Scene to load by name.

SceneLoadData(Int32[])

Declaration
public SceneLoadData(int[] sceneHandles)
Parameters
Type Name Description
System.Int32[] sceneHandles

Scenes to load by handle.

SceneLoadData(Int32[], NetworkObject[])

Declaration
public SceneLoadData(int[] sceneHandles, NetworkObject[] movedNetworkObjects)
Parameters
Type Name Description
System.Int32[] sceneHandles

Scenes to load by handle.

NetworkObject[] movedNetworkObjects

NetworkObjects to move to the first specified scene.

SceneLoadData(String)

Declaration
public SceneLoadData(string sceneName)
Parameters
Type Name Description
System.String sceneName

Scene to load by name.

SceneLoadData(String[])

Declaration
public SceneLoadData(string[] sceneNames)
Parameters
Type Name Description
System.String[] sceneNames

Scenes to load by name.

SceneLoadData(String[], NetworkObject[])

Declaration
public SceneLoadData(string[] sceneNames, NetworkObject[] movedNetworkObjects)
Parameters
Type Name Description
System.String[] sceneNames

Scenes to load by Name.

NetworkObject[] movedNetworkObjects

NetworkObjects to move to the first specified scene.

SceneLoadData(Scene)

Declaration
public SceneLoadData(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene to load.

SceneLoadData(Scene, NetworkObject[])

Declaration
public SceneLoadData(Scene scene, NetworkObject[] movedNetworkObjects)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene to load.

NetworkObject[] movedNetworkObjects

NetworkObjects to move to the first specified scene.

SceneLoadData(Scene[])

Declaration
public SceneLoadData(Scene[] scenes)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene[] scenes

Scenes to load.

SceneLoadData(Scene[], NetworkObject[])

Declaration
public SceneLoadData(Scene[] scenes, NetworkObject[] movedNetworkObjects)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene[] scenes

Scenes to load.

NetworkObject[] movedNetworkObjects

NetworkObjects to move to the first specified scene.

Fields

MovedNetworkObjects

NetworkObjects to move to the new scenes. Objects will be moved to the first scene.

Declaration
public NetworkObject[] MovedNetworkObjects
Field Value
Type Description
NetworkObject[]

Options

Additional options to use for loaded scenes.

Declaration
public LoadOptions Options
Field Value
Type Description
LoadOptions

Params

Parameters which may be set and will be included in load callbacks.

Declaration
public LoadParams Params
Field Value
Type Description
LoadParams

PreferredActiveScene

When specified these scenes will be set as the active scene after loading occurs.

Declaration
public PreferredScene PreferredActiveScene
Field Value
Type Description
PreferredScene

ReplaceScenes

How to replace current scenes with new ones. When replacing scenes the first scene loaded will be set as the active scene, and the rest additive.

Declaration
public ReplaceOption ReplaceScenes
Field Value
Type Description
ReplaceOption

SceneLookupDatas

SceneLookupData for each scene to load.

Declaration
public SceneLookupData[] SceneLookupDatas
Field Value
Type Description
SceneLookupData[]

Methods

GetFirstLookupScene()

Gets the first Scene in SceneLookupDatas.

Declaration
public Scene GetFirstLookupScene()
Returns
Type Description
UnityEngine.SceneManagement.Scene

Struct SceneLoadEndEventArgs

Struct SceneLoadEndEventArgs

Data container about a scene load end.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public struct SceneLoadEndEventArgs

Fields

LoadedScenes

Scenes which were loaded.

Declaration
public readonly Scene[] LoadedScenes
Field Value
Type Description
UnityEngine.SceneManagement.Scene[]

QueueData

Queue data used by the current scene action.

Declaration
public readonly LoadQueueData QueueData
Field Value
Type Description
LoadQueueData

SkippedSceneNames

Scenes which were skipped because they were already loaded.

Declaration
public readonly string[] SkippedSceneNames
Field Value
Type Description
System.String[]

UnloadedSceneNames

Scenes which were unloaded.

Declaration
public readonly string[] UnloadedSceneNames
Field Value
Type Description
System.String[]

Struct SceneLoadPercentEventArgs

Struct SceneLoadPercentEventArgs

Data container about a scene load percent change.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public struct SceneLoadPercentEventArgs

Fields

Percent

Percentage of change completion. 1f is equal to 100% complete.

Declaration
public readonly float Percent
Field Value
Type Description
System.Single

QueueData

Queue data used by the current scene action.

Declaration
public readonly LoadQueueData QueueData
Field Value
Type Description
LoadQueueData

Struct SceneLoadStartEventArgs

Struct SceneLoadStartEventArgs

Data container about a scene load start.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public struct SceneLoadStartEventArgs

Fields

QueueData

Queue data used by the current scene action.

Declaration
public readonly LoadQueueData QueueData
Field Value
Type Description
LoadQueueData

Class SceneLookupData

Class SceneLookupData

Data container for looking up, loading, or unloading a scene.

Inheritance
System.Object
SceneLookupData
Implements
System.IEquatable<SceneLookupData>
Inherited Members
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class SceneLookupData : IEquatable<SceneLookupData>

Constructors

SceneLookupData()

Declaration
public SceneLookupData()

SceneLookupData(Int32)

Declaration
public SceneLookupData(int handle)
Parameters
Type Name Description
System.Int32 handle

Scene handle to generate from.

SceneLookupData(Int32, String)

Declaration
public SceneLookupData(int handle, string name)
Parameters
Type Name Description
System.Int32 handle

Scene handle to generate from.

System.String name

Name to generate from if handle is 0.

SceneLookupData(String)

Declaration
public SceneLookupData(string name)
Parameters
Type Name Description
System.String name

Scene name to generate from.

SceneLookupData(Scene)

Declaration
public SceneLookupData(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene to generate from.

Fields

Handle

Handle of the scene. If value is 0, then handle is not used.

Declaration
public int Handle
Field Value
Type Description
System.Int32

Name

Name of the scene.

Declaration
public string Name
Field Value
Type Description
System.String

Properties

IsValid

Returns if this data is valid for use. Being valid does not mean that the scene exist, rather that there is enough data to try and lookup a scene.

Declaration
public bool IsValid { get; }
Property Value
Type Description
System.Boolean

NameOnly

Returns the scene name without a directory path should one exist.

Declaration
public string NameOnly { get; }
Property Value
Type Description
System.String

Methods

CreateData(List<Int32>)

Returns a SceneLookupData collection.

Declaration
public static SceneLookupData[] CreateData(List<int> handles)
Parameters
Type Name Description
System.Collections.Generic.List<System.Int32> handles

Scene handles to create from.

Returns
Type Description
SceneLookupData[]

CreateData(List<String>)

Returns a SceneLookupData collection.

Declaration
public static SceneLookupData[] CreateData(List<string> names)
Parameters
Type Name Description
System.Collections.Generic.List<System.String> names

Scene names to create from.

Returns
Type Description
SceneLookupData[]

CreateData(List<Scene>)

Returns a SceneLookupData collection.

Declaration
public static SceneLookupData[] CreateData(List<Scene> scenes)
Parameters
Type Name Description
System.Collections.Generic.List<UnityEngine.SceneManagement.Scene> scenes

Scenes to create from.

Returns
Type Description
SceneLookupData[]

CreateData(Int32)

Returns a new SceneLookupData.

Declaration
public static SceneLookupData CreateData(int handle)
Parameters
Type Name Description
System.Int32 handle
Returns
Type Description
SceneLookupData

CreateData(Int32[])

Returns a SceneLookupData collection.

Declaration
public static SceneLookupData[] CreateData(int[] handles)
Parameters
Type Name Description
System.Int32[] handles

Scene handles to create from.

Returns
Type Description
SceneLookupData[]

CreateData(String)

Returns a new SceneLookupData.

Declaration
public static SceneLookupData CreateData(string name)
Parameters
Type Name Description
System.String name
Returns
Type Description
SceneLookupData

CreateData(String[])

Returns a SceneLookupData collection.

Declaration
public static SceneLookupData[] CreateData(string[] names)
Parameters
Type Name Description
System.String[] names

Scene names to create from.

Returns
Type Description
SceneLookupData[]

CreateData(Scene)

Returns a new SceneLookupData.

Declaration
public static SceneLookupData CreateData(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene to create from.

Returns
Type Description
SceneLookupData

CreateData(Scene[])

Returns a SceneLookupData collection.

Declaration
public static SceneLookupData[] CreateData(Scene[] scenes)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene[] scenes

Scenes to create from.

Returns
Type Description
SceneLookupData[]

Equals(SceneLookupData)

Declaration
public bool Equals(SceneLookupData sld)
Parameters
Type Name Description
SceneLookupData sld
Returns
Type Description
System.Boolean

Equals(Object)

Declaration
public override bool Equals(object obj)
Parameters
Type Name Description
System.Object obj
Returns
Type Description
System.Boolean
Overrides
System.Object.Equals(System.Object)

GetHashCode()

Declaration
public override int GetHashCode()
Returns
Type Description
System.Int32
Overrides
System.Object.GetHashCode()

GetScene(out Boolean, Boolean)

Returns the first scene found using Handle or Name, preferring Handle.

Declaration
public Scene GetScene(out bool foundByHandle, bool warnIfDuplicates = true)
Parameters
Type Name Description
System.Boolean foundByHandle

True if scene was found by handle. Handle is always checked first.

System.Boolean warnIfDuplicates
Returns
Type Description
UnityEngine.SceneManagement.Scene

ToString()

Declaration
public override string ToString()
Returns
Type Description
System.String
Overrides
System.Object.ToString()

ValidateData(SceneLookupData)

Validates SceneLookupdatas and returns only valid entries.

Declaration
public static SceneLookupData[] ValidateData(SceneLookupData data)
Parameters
Type Name Description
SceneLookupData data
Returns
Type Description
SceneLookupData[]

ValidateData(SceneLookupData[])

Validates SceneLookupdatas and returns only valid entries.

Declaration
public static SceneLookupData[] ValidateData(SceneLookupData[] datas)
Parameters
Type Name Description
SceneLookupData[] datas

Datas to validate.

Returns
Type Description
SceneLookupData[]

Operators

Equality(SceneLookupData, SceneLookupData)

Declaration
public static bool operator ==(SceneLookupData sldA, SceneLookupData sldB)
Parameters
Type Name Description
SceneLookupData sldA
SceneLookupData sldB
Returns
Type Description
System.Boolean

Inequality(SceneLookupData, SceneLookupData)

Declaration
public static bool operator !=(SceneLookupData sldA, SceneLookupData sldB)
Parameters
Type Name Description
SceneLookupData sldA
SceneLookupData sldB
Returns
Type Description
System.Boolean

Implements

System.IEquatable<T>

Class SceneManager

Class SceneManager

Handles loading, unloading, and scene visibility for clients.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
SceneManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/SceneManager")]
public sealed class SceneManager : MonoBehaviour

Properties

NetworkManager

NetworkManager for this script.

Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

SceneConnections

Connections within each scene.

Declaration
public Dictionary<Scene, HashSet<NetworkConnection>> SceneConnections { get; }
Property Value
Type Description
System.Collections.Generic.Dictionary<UnityEngine.SceneManagement.Scene, System.Collections.Generic.HashSet<NetworkConnection>>

Methods

AddConnectionToScene(NetworkConnection, Scene)

Adds a connection to a scene. This will always be called one connection at a time because connections are only added after they invidually validate loading the scene. Exposed for power users, use caution.

Declaration
public void AddConnectionToScene(NetworkConnection conn, Scene scene)
Parameters
Type Name Description
NetworkConnection conn

Connection to add.

UnityEngine.SceneManagement.Scene scene

Scene to add the connection to.

AddOwnerToDefaultScene(NetworkObject)

Adds the owner of nob to the gameObjects scene if there are no global scenes.

Declaration
public void AddOwnerToDefaultScene(NetworkObject nob)
Parameters
Type Name Description
NetworkObject nob

GetScene(Int32)

Returns a scene by handle.

Declaration
public static Scene GetScene(int sceneHandle)
Parameters
Type Name Description
System.Int32 sceneHandle
Returns
Type Description
UnityEngine.SceneManagement.Scene

GetScene(String, NetworkManager, Boolean)

Returns a scene by name.

Declaration
public static Scene GetScene(string sceneName, NetworkManager nm = null, bool warnIfDuplicates = true)
Parameters
Type Name Description
System.String sceneName

Name of scene to retrieve.

NetworkManager nm

NetworkManager to use for debug print. This value may be left null.

System.Boolean warnIfDuplicates

True to warn if scene name is found loaded multiple times.

Returns
Type Description
UnityEngine.SceneManagement.Scene

GetSceneProcessor()

Script to handle addressables loading and unloading. This field may be blank if addressables are not being used.

Declaration
public SceneProcessorBase GetSceneProcessor()
Returns
Type Description
SceneProcessorBase

LoadConnectionScenes(NetworkConnection, SceneLoadData)

Loads scenes on server and tells connections to load them as well. Other connections will not load this scene.

Declaration
public void LoadConnectionScenes(NetworkConnection conn, SceneLoadData sceneLoadData)
Parameters
Type Name Description
NetworkConnection conn

Connections to load scenes for.

SceneLoadData sceneLoadData

Data about which scenes to load.

LoadConnectionScenes(NetworkConnection[], SceneLoadData)

Loads scenes on server and tells connections to load them as well. Other connections will not load this scene.

Declaration
public void LoadConnectionScenes(NetworkConnection[] conns, SceneLoadData sceneLoadData)
Parameters
Type Name Description
NetworkConnection[] conns

Connections to load scenes for.

SceneLoadData sceneLoadData

Data about which scenes to load.

LoadConnectionScenes(SceneLoadData)

Loads scenes on server without telling clients to load the scenes.

Declaration
public void LoadConnectionScenes(SceneLoadData sceneLoadData)
Parameters
Type Name Description
SceneLoadData sceneLoadData

Data about which scenes to load.

LoadGlobalScenes(SceneLoadData)

Loads scenes on the server and for all clients. Future clients will automatically load these scenes.

Declaration
public void LoadGlobalScenes(SceneLoadData sceneLoadData)
Parameters
Type Name Description
SceneLoadData sceneLoadData

Data about which scenes to load.

RemoveAllConnectionsFromScene(Scene)

Removes all connections from a scene.

Declaration
public void RemoveAllConnectionsFromScene(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene to remove connections from.

RemoveConnectionsFromNonGlobalScenes(NetworkConnection[])

Removes connections from any scene which is not global. Exposed for power users, use caution.

Declaration
public void RemoveConnectionsFromNonGlobalScenes(NetworkConnection[] conns)
Parameters
Type Name Description
NetworkConnection[] conns

RemoveConnectionsFromScene(NetworkConnection[], Scene)

Removes connections from specified scenes. Exposed for power users, use caution.

Declaration
public void RemoveConnectionsFromScene(NetworkConnection[] conns, Scene scene)
Parameters
Type Name Description
NetworkConnection[] conns

Connections to remove.

UnityEngine.SceneManagement.Scene scene

Scene to remove from.

SetSceneProcessor(SceneProcessorBase)

Sets the SceneProcessor to use.

Declaration
public void SetSceneProcessor(SceneProcessorBase value)
Parameters
Type Name Description
SceneProcessorBase value

UnloadConnectionScenes(NetworkConnection, SceneUnloadData)

Unloads scenes on server and tells a connection to unload them as well. Other connections will not unload this scene.

Declaration
public void UnloadConnectionScenes(NetworkConnection connection, SceneUnloadData sceneUnloadData)
Parameters
Type Name Description
NetworkConnection connection

Connection to unload scenes for.

SceneUnloadData sceneUnloadData

Data about which scenes to unload.

UnloadConnectionScenes(NetworkConnection[], SceneUnloadData)

Unloads scenes on server and tells connections to unload them as well. Other connections will not unload this scene.

Declaration
public void UnloadConnectionScenes(NetworkConnection[] connections, SceneUnloadData sceneUnloadData)
Parameters
Type Name Description
NetworkConnection[] connections

Connections to unload scenes for.

SceneUnloadData sceneUnloadData

Data about which scenes to unload.

UnloadConnectionScenes(SceneUnloadData)

Unloads scenes on server without telling any connections to unload them.

Declaration
public void UnloadConnectionScenes(SceneUnloadData sceneUnloadData)
Parameters
Type Name Description
SceneUnloadData sceneUnloadData

Data about which scenes to unload.

UnloadGlobalScenes(SceneUnloadData)

Unloads scenes on the server and for all clients.

Declaration
public void UnloadGlobalScenes(SceneUnloadData sceneUnloadData)
Parameters
Type Name Description
SceneUnloadData sceneUnloadData

Data about which scenes to unload.

Events

OnActiveSceneSet

Called after the active scene has been set, immediately after scene loads. This will occur before NetworkBehaviour callbacks run for the scene's objects. The boolean will indicate if the scene set active was specified by the user.

Declaration
public event Action<bool> OnActiveSceneSet
Event Type
Type Description
System.Action<System.Boolean>

OnClientLoadedStartScenes

Called when a client loads initial scenes after connecting. Boolean will be true if asServer. This will invoke even if the SceneManager is not used when the client completes fully connecting to the server.

Declaration
public event Action<NetworkConnection, bool> OnClientLoadedStartScenes
Event Type
Type Description
System.Action<NetworkConnection, System.Boolean>

OnClientPresenceChangeEnd

Called when a client presence changes within a scene, after the server rebuilds observers.

Declaration
public event Action<ClientPresenceChangeEventArgs> OnClientPresenceChangeEnd
Event Type
Type Description
System.Action<ClientPresenceChangeEventArgs>

OnClientPresenceChangeStart

Called when a client presence changes within a scene, before the server rebuilds observers.

Declaration
public event Action<ClientPresenceChangeEventArgs> OnClientPresenceChangeStart
Event Type
Type Description
System.Action<ClientPresenceChangeEventArgs>

OnLoadEnd

Called when a scene load ends.

Declaration
public event Action<SceneLoadEndEventArgs> OnLoadEnd
Event Type
Type Description
System.Action<SceneLoadEndEventArgs>

OnLoadPercentChange

Called when completion percentage changes while loading a scene. Value is between 0f and 1f, while 1f is 100% done. Can be used for custom progress bars when loading scenes.

Declaration
public event Action<SceneLoadPercentEventArgs> OnLoadPercentChange
Event Type
Type Description
System.Action<SceneLoadPercentEventArgs>

OnLoadStart

Called when a scene load starts.

Declaration
public event Action<SceneLoadStartEventArgs> OnLoadStart
Event Type
Type Description
System.Action<SceneLoadStartEventArgs>

OnQueueEnd

Called when the scene queue is emptied.

Declaration
public event Action OnQueueEnd
Event Type
Type Description
System.Action

OnQueueStart

Called when a scene change queue has begun. This will only call if a scene has succesfully begun to load or unload. The queue may process any number of scene events. For example: if a scene is told to unload while a load is still in progress, then the unload will be placed in the queue.

Declaration
public event Action OnQueueStart
Event Type
Type Description
System.Action

OnUnloadEnd

Called when a scene unload ends.

Declaration
public event Action<SceneUnloadEndEventArgs> OnUnloadEnd
Event Type
Type Description
System.Action<SceneUnloadEndEventArgs>

OnUnloadStart

Called when a scene unload starts.

Declaration
public event Action<SceneUnloadStartEventArgs> OnUnloadStart
Event Type
Type Description
System.Action<SceneUnloadStartEventArgs>

Class SceneProcessorBase

Class SceneProcessorBase

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
SceneProcessorBase
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public abstract class SceneProcessorBase : MonoBehaviour

Fields

DelayedDestroyScene

Scene used to store objects queued for destruction but cannot be destroyed until the clientHost gets the despawn packet.

Declaration
protected Scene DelayedDestroyScene
Field Value
Type Description
UnityEngine.SceneManagement.Scene

FallbackActiveScene

Scene used as the active scene when the user does not specify which scene to set active and the scenemanager cannot determine one without error. This is primarily used so scenes with incorrect or unexpected lighting are not set as the active scene given this may disrupt visuals.

Declaration
protected Scene FallbackActiveScene
Field Value
Type Description
UnityEngine.SceneManagement.Scene

MovedObjectsScene

Scene used to store objects while they are being moved from one scene to another.

Declaration
protected Scene MovedObjectsScene
Field Value
Type Description
UnityEngine.SceneManagement.Scene

SceneManager

SceneManager for this processor.

Declaration
protected SceneManager SceneManager
Field Value
Type Description
SceneManager

Methods

ActivateLoadedScenes()

Activates scenes which were loaded.

Declaration
public abstract void ActivateLoadedScenes()

AddLoadedScene(Scene)

Adds a scene to loaded scenes.

Declaration
public virtual void AddLoadedScene(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene loaded.

AsyncsIsDone()

Returns if all asynchronized tasks are considered IsDone.

Declaration
public abstract IEnumerator AsyncsIsDone()
Returns
Type Description
System.Collections.IEnumerator

BeginLoadAsync(String, LoadSceneParameters)

Begin loading a scene using an async method.

Declaration
public abstract void BeginLoadAsync(string sceneName, LoadSceneParameters parameters)
Parameters
Type Name Description
System.String sceneName

Scene name to load.

UnityEngine.SceneManagement.LoadSceneParameters parameters

BeginUnloadAsync(Scene)

Begin unloading a scene using an async method.

Declaration
public abstract void BeginUnloadAsync(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

FindOrCreateScene(String)

Tries to find a scene by name and if it does not exist creates an empty scene of name.

Declaration
public virtual Scene FindOrCreateScene(string name)
Parameters
Type Name Description
System.String name

Name of the scene to find or create.

Returns
Type Description
UnityEngine.SceneManagement.Scene

GetDelayedDestroyScene()

Returns the DelayedDestroyScene.

Declaration
public virtual Scene GetDelayedDestroyScene()
Returns
Type Description
UnityEngine.SceneManagement.Scene

GetFallbackActiveScene()

Returns the FallbackActiveScene.

Declaration
public virtual Scene GetFallbackActiveScene()
Returns
Type Description
UnityEngine.SceneManagement.Scene

GetLoadedScenes()

Returns scenes which were loaded during a load operation.

Declaration
public abstract List<Scene> GetLoadedScenes()
Returns
Type Description
System.Collections.Generic.List<UnityEngine.SceneManagement.Scene>

GetMovedObjectsScene()

Returns the MovedObjectsScene.

Declaration
public virtual Scene GetMovedObjectsScene()
Returns
Type Description
UnityEngine.SceneManagement.Scene

GetPercentComplete()

Returns the progress on the current scene load or unload.

Declaration
public abstract float GetPercentComplete()
Returns
Type Description
System.Single

Initialize(SceneManager)

Initializes this script for use.

Declaration
public virtual void Initialize(SceneManager manager)
Parameters
Type Name Description
SceneManager manager

SceneManager which will be utilizing this class.

IsPercentComplete()

Returns if a scene load or unload percent is done.

Declaration
public abstract bool IsPercentComplete()
Returns
Type Description
System.Boolean

LoadEnd(LoadQueueData)

Called when scene loading has ended.

Declaration
public virtual void LoadEnd(LoadQueueData queueData)
Parameters
Type Name Description
LoadQueueData queueData

LoadStart(LoadQueueData)

Called when scene loading has begun.

Declaration
public virtual void LoadStart(LoadQueueData queueData)
Parameters
Type Name Description
LoadQueueData queueData

UnloadEnd(LoadQueueData)

Called when scene unloading has ended within a load operation.

Declaration
public virtual void UnloadEnd(LoadQueueData queueData)
Parameters
Type Name Description
LoadQueueData queueData

UnloadEnd(UnloadQueueData)

Called when scene unloading has ended within an unload operation.

Declaration
public virtual void UnloadEnd(UnloadQueueData queueData)
Parameters
Type Name Description
UnloadQueueData queueData

UnloadStart(LoadQueueData)

Called when scene unloading has begun within a load operation.

Declaration
public virtual void UnloadStart(LoadQueueData queueData)
Parameters
Type Name Description
LoadQueueData queueData

UnloadStart(UnloadQueueData)

Called when scene unloading has begun within an unload operation.

Declaration
public virtual void UnloadStart(UnloadQueueData queueData)
Parameters
Type Name Description
UnloadQueueData queueData

Enum SceneScopeType

Enum SceneScopeType

Type of scopes for a scene load or unload.

Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public enum SceneScopeType : byte

Fields

Name Description
Connections

Scene action occurred for specified clients.

Global

Scene action occured for all clients.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class SceneUnloadData

Class SceneUnloadData

Data about which scenes to unload.

Inheritance
System.Object
SceneUnloadData
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class SceneUnloadData

Constructors

SceneUnloadData()

Declaration
public SceneUnloadData()

SceneUnloadData(SceneLookupData)

Declaration
public SceneUnloadData(SceneLookupData sceneLookupData)
Parameters
Type Name Description
SceneLookupData sceneLookupData

Scene to unload by SceneLookupData.

SceneUnloadData(SceneLookupData[])

Declaration
public SceneUnloadData(SceneLookupData[] sceneLookupDatas)
Parameters
Type Name Description
SceneLookupData[] sceneLookupDatas

Scenes to unload by SceneLookupDatas.

SceneUnloadData(List<Int32>)

Declaration
public SceneUnloadData(List<int> sceneHandles)
Parameters
Type Name Description
System.Collections.Generic.List<System.Int32> sceneHandles

Scenes to unload by handles.

SceneUnloadData(List<String>)

Declaration
public SceneUnloadData(List<string> sceneNames)
Parameters
Type Name Description
System.Collections.Generic.List<System.String> sceneNames

Scenes to unload by names.

SceneUnloadData(List<Scene>)

Declaration
public SceneUnloadData(List<Scene> scenes)
Parameters
Type Name Description
System.Collections.Generic.List<UnityEngine.SceneManagement.Scene> scenes

Scenes to unload.

SceneUnloadData(Int32)

Declaration
public SceneUnloadData(int sceneHandle)
Parameters
Type Name Description
System.Int32 sceneHandle

Scene to unload by handle.

SceneUnloadData(Int32[])

Declaration
public SceneUnloadData(int[] sceneHandles)
Parameters
Type Name Description
System.Int32[] sceneHandles

Scenes to unload by handles.

SceneUnloadData(String)

Declaration
public SceneUnloadData(string sceneName)
Parameters
Type Name Description
System.String sceneName

Scene to unload by name.

SceneUnloadData(String[])

Declaration
public SceneUnloadData(string[] sceneNames)
Parameters
Type Name Description
System.String[] sceneNames

Scenes to unload by names.

SceneUnloadData(Scene)

Declaration
public SceneUnloadData(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene to unload.

SceneUnloadData(Scene[])

Declaration
public SceneUnloadData(Scene[] scenes)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene[] scenes

Scenes to unload.

Fields

Options

Additional options to use for loaded scenes.

Declaration
public UnloadOptions Options
Field Value
Type Description
UnloadOptions

Params

Parameters which may be set and will be included in load callbacks.

Declaration
public UnloadParams Params
Field Value
Type Description
UnloadParams

PreferredActiveScene

When specified these scenes will be set as the active scene after loading occurs.

Declaration
public PreferredScene PreferredActiveScene
Field Value
Type Description
PreferredScene

SceneLookupDatas

SceneLookupData for each scene to load.

Declaration
public SceneLookupData[] SceneLookupDatas
Field Value
Type Description
SceneLookupData[]

Struct SceneUnloadEndEventArgs

Struct SceneUnloadEndEventArgs

Data container about a scene unload end.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public struct SceneUnloadEndEventArgs

Fields

QueueData

Queue data used by the current scene action.

Declaration
public readonly UnloadQueueData QueueData
Field Value
Type Description
UnloadQueueData

UnloadedScenes

Scenes which were successfully unloaded. This collection may be populated with empty scenes depending on engine version.

Declaration
[Obsolete("Use UnloadedScenesV2.")]
public List<Scene> UnloadedScenes
Field Value
Type Description
System.Collections.Generic.List<UnityEngine.SceneManagement.Scene>

UnloadedScenesV2

Scenes which were successfully unloaded. This contains information of the scene unloaded but may not contain scene references as some Unity versions discard that information after a scene is unloaded.

Declaration
public List<UnloadedScene> UnloadedScenesV2
Field Value
Type Description
System.Collections.Generic.List<UnloadedScene>

Struct SceneUnloadStartEventArgs

Struct SceneUnloadStartEventArgs

Data container about a scene unload start.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public struct SceneUnloadStartEventArgs

Fields

QueueData

Queue data used by the current scene action.

Declaration
public readonly UnloadQueueData QueueData
Field Value
Type Description
UnloadQueueData

Enum UnloadOptions.ServerUnloadMode

Enum UnloadOptions.ServerUnloadMode

Conditions to unloading a scene on the server.

Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public enum ServerUnloadMode

Fields

Name Description
KeepUnused

Unloads scenes for connections but keeps scene loaded on server even if no connections are within it.

UnloadUnused

Unloads the scene if no more connections are within it.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class UnloadOptions

Class UnloadOptions

Settings to apply when loading a scene.

Inheritance
System.Object
UnloadOptions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class UnloadOptions

Fields

Addressables

True if scenes should be loaded using addressables. This field only exists for optional use so the user may know if their queue data is using addressables.

Declaration
public bool Addressables
Field Value
Type Description
System.Boolean

Mode

How to unload scenes on the server. UnloadUnused will unload scenes which have no more clients in them. KeepUnused will not unload a scene even when empty. ForceUnload will unload a scene regardless of if clients are still connected to it.

Declaration
public UnloadOptions.ServerUnloadMode Mode
Field Value
Type Description
UnloadOptions.ServerUnloadMode

Class UnloadParams

Class UnloadParams

Additional user-crafted data which can be included in scene unload callbacks.

Inheritance
System.Object
UnloadParams
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class UnloadParams

Fields

ClientParams

Bytes which are sent to clients during scene unloads. Can contain any information.

Declaration
public byte[] ClientParams
Field Value
Type Description
System.Byte[]

ServerParams

Objects which are included in callbacks on the server when unloading a scene. Can be useful for including unique information about the scene, such as match id. These are not sent to clients; use ClientParams for this.

Declaration
[NonSerialized]
public object[] ServerParams
Field Value
Type Description
System.Object[]

Class UnloadQueueData

Class UnloadQueueData

Data generated when unloading a scene.

Inheritance
System.Object
UnloadQueueData
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public class UnloadQueueData

Constructors

UnloadQueueData()

Declaration
public UnloadQueueData()

Fields

AsServer

True if to iterate this queue data as server.

Declaration
[NonSerialized]
public readonly bool AsServer
Field Value
Type Description
System.Boolean

Connections

Connections to unload scenes for. Only valid on the server and when ScopeType is Connections.

Declaration
[NonSerialized]
public NetworkConnection[] Connections
Field Value
Type Description
NetworkConnection[]

GlobalScenes

Current global scenes.

Declaration
public string[] GlobalScenes
Field Value
Type Description
System.String[]

SceneUnloadData

SceneUnloadData to use.

Declaration
public SceneUnloadData SceneUnloadData
Field Value
Type Description
SceneUnloadData

ScopeType

Clients which receive this SceneQueueData. If Networked, all clients do. If Connections, only the specified Connections do.

Declaration
[NonSerialized]
public readonly SceneScopeType ScopeType
Field Value
Type Description
SceneScopeType

Struct UnloadedScene

Struct UnloadedScene

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
public struct UnloadedScene

Constructors

UnloadedScene(String, Int32)

Declaration
public UnloadedScene(string name, int handle)
Parameters
Type Name Description
System.String name
System.Int32 handle

UnloadedScene(Scene)

Declaration
public UnloadedScene(Scene s)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene s

Fields

Handle

Declaration
public readonly int Handle
Field Value
Type Description
System.Int32

Name

Declaration
public readonly string Name
Field Value
Type Description
System.String

Methods

GetScene()

Returns a scene based on handle. Result may not be valid as some Unity versions discard of the scene information after unloading.

Declaration
public Scene GetScene()
Returns
Type Description
UnityEngine.SceneManagement.Scene

Namespace FishNet.Managing.Scened

Namespace FishNet.Managing.Scened

Classes

DefaultSceneProcessor

LoadOptions

Settings to apply when loading a scene.

LoadParams

Additional user-crafted data which can be included in scene load callbacks.

LoadQueueData

Data generated when loading a scene.

SceneLoadData

Data about which scenes to load.

SceneLookupData

Data container for looking up, loading, or unloading a scene.

SceneManager

Handles loading, unloading, and scene visibility for clients.

SceneProcessorBase

SceneUnloadData

Data about which scenes to unload.

UnloadOptions

Settings to apply when loading a scene.

UnloadParams

Additional user-crafted data which can be included in scene unload callbacks.

UnloadQueueData

Data generated when unloading a scene.

Structs

ClientPresenceChangeEventArgs

Data container about a scene presence change for a client.

EmptyStartScenesBroadcast

Sent when there are starting scenes for the client to load.

PreferredScene

SceneLoadEndEventArgs

Data container about a scene load end.

SceneLoadPercentEventArgs

Data container about a scene load percent change.

SceneLoadStartEventArgs

Data container about a scene load start.

SceneUnloadEndEventArgs

Data container about a scene unload end.

SceneUnloadStartEventArgs

Data container about a scene unload start.

UnloadedScene

Enums

ReplaceOption

How to replace scenes when loading.

SceneScopeType

Type of scopes for a scene load or unload.

UnloadOptions.ServerUnloadMode

Conditions to unloading a scene on the server.


Struct ClientConnectionChangeBroadcast

Struct ClientConnectionChangeBroadcast

Implements
IBroadcast
Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Server
Assembly: FishNet.Runtime.dll
Syntax
public struct ClientConnectionChangeBroadcast : IBroadcast

Fields

Connected

Declaration
public bool Connected
Field Value
Type Description
System.Boolean

Id

Declaration
public int Id
Field Value
Type Description
System.Int32

Implements

IBroadcast

Struct ConnectedClientsBroadcast

Struct ConnectedClientsBroadcast

Implements
IBroadcast
Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Server
Assembly: FishNet.Runtime.dll
Syntax
public struct ConnectedClientsBroadcast : IBroadcast

Fields

Values

Declaration
public List<int> Values
Field Value
Type Description
System.Collections.Generic.List<System.Int32>

Implements

IBroadcast

Enum KickReason

Enum KickReason

Namespace: FishNet.Managing.Server
Assembly: FishNet.Runtime.dll
Syntax
public enum KickReason : short

Fields

Name Description
ExcessiveData

Client has sent a large amount of data several times in a row. This may not be an attack but there is no way to know with certainty.

ExploitAttempt

Client performed an action which could only be done if trying to exploit the server.

ExploitExcessiveData

Client sent more data than should be able to.

MalformedData

Data received from the client could not be parsed. This rarely indicates an attack.

UnexpectedProblem

A problem occurred with the server where the only option was to kick the client. This rarely indicates an exploit attempt.

Unset

No reason was specified.

UnusualActivity

Client is behaving unusually, such as providing multiple invalid states. This may not be an attack but there is no way to know with certainty.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class ServerManager

Class ServerManager

A container for server data and actions.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
ServerManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
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Namespace: FishNet.Managing.Server
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/ServerManager")]
public sealed class ServerManager : MonoBehaviour

Fields

Clients

Authenticated and non-authenticated connected clients.

Declaration
[HideInInspector]
public Dictionary<int, NetworkConnection> Clients
Field Value
Type Description
System.Collections.Generic.Dictionary<System.Int32, NetworkConnection>

MAXIMUM_REMOTE_CLIENT_TIMEOUT_DURATION

Maximum value the remote client timeout can be set to.

Declaration
public const ushort MAXIMUM_REMOTE_CLIENT_TIMEOUT_DURATION = 1500
Field Value
Type Description
System.UInt16

Properties

NetworkManager

NetworkManager for server.

Declaration
[HideInInspector]
public NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

Objects

Handling and information for objects on the server.

Declaration
public ServerObjects Objects { get; }
Property Value
Type Description
ServerObjects

ShareIds

True to share the Ids of clients and the objects they own with other clients. No sensitive information is shared.

Declaration
public bool ShareIds { get; }
Property Value
Type Description
System.Boolean

Started

True if the server connection has started.

Declaration
public bool Started { get; }
Property Value
Type Description
System.Boolean

Methods

AnyServerStarted(Nullable<Int32>)

Returns true if any server socket is in the started state.

Declaration
public bool AnyServerStarted(int? excludedIndex = null)
Parameters
Type Name Description
System.Nullable<System.Int32> excludedIndex

When set the transport on this index will be ignored. This value is only used with Multipass.

Returns
Type Description
System.Boolean

Broadcast<T>(T, Boolean, Channel)

Sends a broadcast to all clients.

Declaration
public void Broadcast<T>(T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the clients must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

Broadcast<T>(NetworkConnection, T, Boolean, Channel)

Sends a broadcast to a connection.

Declaration
public void Broadcast<T>(NetworkConnection connection, T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
NetworkConnection connection

Connection to send to.

T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the client must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

Broadcast<T>(NetworkObject, T, Boolean, Channel)

Sends a broadcast to observers.

Declaration
public void Broadcast<T>(NetworkObject networkObject, T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
NetworkObject networkObject

NetworkObject to use Observers from.

T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the clients must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

Broadcast<T>(HashSet<NetworkConnection>, T, Boolean, Channel)

Sends a broadcast to connections.

Declaration
public void Broadcast<T>(HashSet<NetworkConnection> connections, T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
System.Collections.Generic.HashSet<NetworkConnection> connections

Connections to send to.

T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the clients must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

BroadcastExcept<T>(NetworkConnection, T, Boolean, Channel)

Sends a broadcast to all connections except excluded.

Declaration
public void BroadcastExcept<T>(NetworkConnection excludedConnection, T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
NetworkConnection excludedConnection

Connection to exclude.

T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the clients must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

BroadcastExcept<T>(HashSet<NetworkConnection>, T, Boolean, Channel)

Sends a broadcast to all connections except excluded.

Declaration
public void BroadcastExcept<T>(HashSet<NetworkConnection> excludedConnections, T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
System.Collections.Generic.HashSet<NetworkConnection> excludedConnections

Connections to send to.

T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the clients must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

BroadcastExcept<T>(HashSet<NetworkConnection>, NetworkConnection, T, Boolean, Channel)

Sends a broadcast to connections except excluded.

Declaration
public void BroadcastExcept<T>(HashSet<NetworkConnection> connections, NetworkConnection excludedConnection, T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
System.Collections.Generic.HashSet<NetworkConnection> connections

Connections to send to.

NetworkConnection excludedConnection

Connection to exclude.

T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the clients must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

BroadcastExcept<T>(HashSet<NetworkConnection>, HashSet<NetworkConnection>, T, Boolean, Channel)

Sends a broadcast to connections except excluded.

Declaration
public void BroadcastExcept<T>(HashSet<NetworkConnection> connections, HashSet<NetworkConnection> excludedConnections, T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
System.Collections.Generic.HashSet<NetworkConnection> connections

Connections to send to.

System.Collections.Generic.HashSet<NetworkConnection> excludedConnections

Connections to exclude.

T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the clients must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

Despawn(NetworkObject, Nullable<DespawnType>)

Despawns an object over the network. Can only be called on the server.

Declaration
public void Despawn(NetworkObject networkObject, DespawnType? despawnType = null)
Parameters
Type Name Description
NetworkObject networkObject

NetworkObject instance to despawn.

System.Nullable<DespawnType> despawnType

Despawn override type.

Despawn(GameObject, Nullable<DespawnType>)

Despawns an object over the network. Can only be called on the server.

Declaration
public void Despawn(GameObject go, DespawnType? despawnType = null)
Parameters
Type Name Description
UnityEngine.GameObject go

GameObject instance to despawn.

System.Nullable<DespawnType> despawnType

GetAuthenticator()

Gets the Authenticator for this manager.

Declaration
public Authenticator GetAuthenticator()
Returns
Type Description
Authenticator

GetStartOnHeadless()

Gets StartOnHeadless value.

Declaration
public bool GetStartOnHeadless()
Returns
Type Description
System.Boolean

Kick(NetworkConnection, KickReason, LoggingType, String)

Kicks a connection immediately while invoking OnClientKick.

Declaration
public void Kick(NetworkConnection conn, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
Parameters
Type Name Description
NetworkConnection conn

Client to kick.

KickReason kickReason

Reason client is being kicked.

LoggingType loggingType

How to print logging as.

System.String log

Optional message to be debug logged.

Kick(NetworkConnection, Reader, KickReason, LoggingType, String)

Kicks a connection immediately while invoking OnClientKick.

Declaration
public void Kick(NetworkConnection conn, Reader reader, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
Parameters
Type Name Description
NetworkConnection conn

Client to kick.

Reader reader

Reader to clear before kicking.

KickReason kickReason

Reason client is being kicked.

LoggingType loggingType

How to print logging as.

System.String log

Optional message to be debug logged.

Kick(Int32, KickReason, LoggingType, String)

Kicks a connection immediately while invoking OnClientKick.

Declaration
public void Kick(int clientId, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
Parameters
Type Name Description
System.Int32 clientId

ClientId to kick.

KickReason kickReason

Reason client is being kicked.

LoggingType loggingType

How to print logging as.

System.String log

Optional message to be debug logged.

OneServerStarted()

Returns true if only one server is started.

Declaration
public bool OneServerStarted()
Returns
Type Description
System.Boolean

RegisterBroadcast<T>(Action<NetworkConnection, T, Channel>, Boolean)

Registers a method to call when a Broadcast arrives.

Declaration
public void RegisterBroadcast<T>(Action<NetworkConnection, T, Channel> handler, bool requireAuthentication = true)
    where T : struct, IBroadcast
Parameters
Type Name Description
System.Action<NetworkConnection, T, Channel> handler

Method to call.

System.Boolean requireAuthentication

True if the client must be authenticated for the method to call.

Type Parameters
Name Description
T

Type of broadcast being registered.

SetAuthenticator(Authenticator)

Gets the Authenticator for this manager, and initializes it.

Declaration
public void SetAuthenticator(Authenticator value)
Parameters
Type Name Description
Authenticator value

SetFrameRate(UInt16)

Declaration
public void SetFrameRate(ushort value)
Parameters
Type Name Description
System.UInt16 value

SetRemoteClientTimeout(RemoteTimeoutType, UInt16)

Sets timeout settings. Can be used at runtime.

Declaration
public void SetRemoteClientTimeout(RemoteTimeoutType timeoutType, ushort duration)
Parameters
Type Name Description
RemoteTimeoutType timeoutType
System.UInt16 duration

SetStartOnHeadless(Boolean)

Sets StartOnHeadless value.

Declaration
public void SetStartOnHeadless(bool value)
Parameters
Type Name Description
System.Boolean value

New value to use.

Spawn(NetworkObject, NetworkConnection, Scene)

Spawns an object over the network. Can only be called on the server.

Declaration
public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null, Scene scene = default(Scene))
Parameters
Type Name Description
NetworkObject nob

MetworkObject instance to spawn.

NetworkConnection ownerConnection

Connection to give ownership to.

UnityEngine.SceneManagement.Scene scene

Spawn(GameObject, NetworkConnection, Scene)

Spawns an object over the network. Can only be called on the server.

Declaration
public void Spawn(GameObject go, NetworkConnection ownerConnection = null, Scene scene = default(Scene))
Parameters
Type Name Description
UnityEngine.GameObject go

GameObject instance to spawn.

NetworkConnection ownerConnection

Connection to give ownership to.

UnityEngine.SceneManagement.Scene scene

StartConnection()

Starts the local server connection.

Declaration
public bool StartConnection()
Returns
Type Description
System.Boolean

StartConnection(UInt16)

Starts the local server using port.

Declaration
public bool StartConnection(ushort port)
Parameters
Type Name Description
System.UInt16 port

Port to start on.

Returns
Type Description
System.Boolean

StopConnection(Boolean)

Stops the local server connection.

Declaration
public bool StopConnection(bool sendDisconnectMessage)
Parameters
Type Name Description
System.Boolean sendDisconnectMessage

True to send a disconnect message to all clients first.

Returns
Type Description
System.Boolean

UnregisterBroadcast<T>(Action<NetworkConnection, T, Channel>)

Unregisters a method call from a Broadcast type.

Declaration
public void UnregisterBroadcast<T>(Action<NetworkConnection, T, Channel> handler)
    where T : struct, IBroadcast
Parameters
Type Name Description
System.Action<NetworkConnection, T, Channel> handler

Method to unregister.

Type Parameters
Name Description
T

Type of broadcast being unregistered.

Events

OnAuthenticationResult

Called when authenticator has concluded a result for a connection. Boolean is true if authentication passed, false if failed.

Declaration
public event Action<NetworkConnection, bool> OnAuthenticationResult
Event Type
Type Description
System.Action<NetworkConnection, System.Boolean>

OnClientKick

Called when a client is removed from the server using Kick. This is invoked before the client is disconnected. NetworkConnection when available, clientId, and KickReason are provided.

Declaration
public event Action<NetworkConnection, int, KickReason> OnClientKick
Event Type
Type Description
System.Action<NetworkConnection, System.Int32, KickReason>

OnRemoteConnectionState

Called when a remote client state changes with the server.

Declaration
public event Action<NetworkConnection, RemoteConnectionStateArgs> OnRemoteConnectionState
Event Type
Type Description
System.Action<NetworkConnection, RemoteConnectionStateArgs>

OnServerConnectionState

Called after the local server connection state changes.

Declaration
public event Action<ServerConnectionStateArgs> OnServerConnectionState
Event Type
Type Description
System.Action<ServerConnectionStateArgs>

Class ServerObjects

Class ServerObjects

Handles objects and information about objects for the server. See ManagedObjects for inherited options.

Inheritance
System.Object
ServerObjects
Namespace: FishNet.Managing.Server
Assembly: FishNet.Runtime.dll
Syntax
public class ServerObjects : ManagedObjects

Methods

AddTimedNetworkObserver(NetworkObject)

Indicates that a networkObserver component should be updated regularly. This is done automatically.

Declaration
public void AddTimedNetworkObserver(NetworkObject networkObject)
Parameters
Type Name Description
NetworkObject networkObject

NetworkObject to be updated.

GetNextNetworkObjectId(Boolean)

Gets the next ObjectId to use for NetworkObjects.

Declaration
protected override int GetNextNetworkObjectId(bool errorCheck = true)
Parameters
Type Name Description
System.Boolean errorCheck
Returns
Type Description
System.Int32
Overrides
ManagedObjects.GetNextNetworkObjectId(Boolean)

RebuildObservers(NetworkConnection, Boolean)

Rebuilds observers on all NetworkObjects for a connection.

Declaration
public void RebuildObservers(NetworkConnection connection, bool timedOnly = false)
Parameters
Type Name Description
NetworkConnection connection
System.Boolean timedOnly

RebuildObservers(NetworkObject, NetworkConnection, Boolean)

Rebuilds observers for a connection on NetworkObject.

Declaration
public void RebuildObservers(NetworkObject nob, NetworkConnection conn, bool timedOnly = false)
Parameters
Type Name Description
NetworkObject nob
NetworkConnection conn
System.Boolean timedOnly

RebuildObservers(NetworkObject, Boolean)

Rebuilds observers for all connections for a NetworkObject.

Declaration
public void RebuildObservers(NetworkObject nob, bool timedOnly = false)
Parameters
Type Name Description
NetworkObject nob
System.Boolean timedOnly

RebuildObservers(NetworkObject, IList<NetworkConnection>, Boolean)

Rebuilds observers for connections on NetworkObject.

Declaration
public void RebuildObservers(NetworkObject networkObject, IList<NetworkConnection> connections, bool timedOnly = false)
Parameters
Type Name Description
NetworkObject networkObject
System.Collections.Generic.IList<NetworkConnection> connections
System.Boolean timedOnly

RebuildObservers(Boolean)

Rebuilds observers on all NetworkObjects for all connections.

Declaration
public void RebuildObservers(bool timedOnly = false)
Parameters
Type Name Description
System.Boolean timedOnly

RebuildObservers(IList<NetworkConnection>, Boolean)

Rebuilds observers on all objects for connections.

Declaration
public void RebuildObservers(IList<NetworkConnection> connections, bool timedOnly = false)
Parameters
Type Name Description
System.Collections.Generic.IList<NetworkConnection> connections
System.Boolean timedOnly

RebuildObservers(IList<NetworkObject>, NetworkConnection, Boolean)

Rebuilds observers on NetworkObjects for connections.

Declaration
public void RebuildObservers(IList<NetworkObject> nobs, NetworkConnection conn, bool timedOnly = false)
Parameters
Type Name Description
System.Collections.Generic.IList<NetworkObject> nobs
NetworkConnection conn
System.Boolean timedOnly

RebuildObservers(IList<NetworkObject>, Boolean)

Rebuilds observers on NetworkObjects.

Declaration
public void RebuildObservers(IList<NetworkObject> nobs, bool timedOnly = false)
Parameters
Type Name Description
System.Collections.Generic.IList<NetworkObject> nobs
System.Boolean timedOnly

RebuildObservers(IList<NetworkObject>, IList<NetworkConnection>, Boolean)

Rebuilds observers on NetworkObjects for connections.

Declaration
public void RebuildObservers(IList<NetworkObject> nobs, IList<NetworkConnection> conns, bool timedOnly = false)
Parameters
Type Name Description
System.Collections.Generic.IList<NetworkObject> nobs
System.Collections.Generic.IList<NetworkConnection> conns
System.Boolean timedOnly

RecentlyDespawned(Int32, UInt32)

Returns if an objectId was recently despawned.

Declaration
public bool RecentlyDespawned(int objectId, uint ticks)
Parameters
Type Name Description
System.Int32 objectId

ObjectId to check.

System.UInt32 ticks

Passed ticks to be within to be considered recently despawned.

Returns
Type Description
System.Boolean

True if an objectId was despawned with specified number of ticks.

RemoveTimedNetworkObserver(NetworkObject)

Indicates that a networkObserver component no longer needs to be updated regularly. This is done automatically.

Declaration
public void RemoveTimedNetworkObserver(NetworkObject networkObject)
Parameters
Type Name Description
NetworkObject networkObject

NetworkObject to be updated.

SceneManager_sceneLoaded(Scene, LoadSceneMode)

Called when a scene loads on the server.

Declaration
protected override void SceneManager_sceneLoaded(Scene s, LoadSceneMode arg1)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene s
UnityEngine.SceneManagement.LoadSceneMode arg1
Overrides
ManagedObjects.SceneManager_sceneLoaded(Scene, LoadSceneMode)

SetupSceneObjects()

Setup all NetworkObjects in scenes. Should only be called when server is active.

Declaration
protected void SetupSceneObjects()

Events

OnPreDestroyClientObjects

Called right before client objects are destroyed when a client disconnects.

Declaration
public event Action<NetworkConnection> OnPreDestroyClientObjects
Event Type
Type Description
System.Action<NetworkConnection>

Namespace FishNet.Managing.Server

Namespace FishNet.Managing.Server

Classes

ServerManager

A container for server data and actions.

ServerObjects

Handles objects and information about objects for the server. See ManagedObjects for inherited options.

Structs

ClientConnectionChangeBroadcast

ConnectedClientsBroadcast

Enums

KickReason


Struct NetworkTrafficArgs

Struct NetworkTrafficArgs

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Statistic
Assembly: FishNet.Runtime.dll
Syntax
public struct NetworkTrafficArgs

Constructors

NetworkTrafficArgs(UInt64, UInt64)

Declaration
public NetworkTrafficArgs(ulong toServerBytes, ulong fromServerBytes)
Parameters
Type Name Description
System.UInt64 toServerBytes
System.UInt64 fromServerBytes

Fields

FromServerBytes

Number of bytes sent by the server.

Declaration
public readonly ulong FromServerBytes
Field Value
Type Description
System.UInt64

ToServerBytes

Number of bytes sent to the server.

Declaration
public readonly ulong ToServerBytes
Field Value
Type Description
System.UInt64

Class NetworkTraficStatistics

Class NetworkTraficStatistics

Inheritance
System.Object
NetworkTraficStatistics
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Statistic
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class NetworkTraficStatistics

Properties

UpdateClient

True to update client statistics.

Declaration
public bool UpdateClient { get; }
Property Value
Type Description
System.Boolean

UpdateServer

True to update client statistics.

Declaration
public bool UpdateServer { get; }
Property Value
Type Description
System.Boolean

Methods

FormatBytesToLargest(UInt64)

Formats passed in bytes value to the largest possible data type with 2 decimals.

Declaration
public static string FormatBytesToLargest(ulong bytes)
Parameters
Type Name Description
System.UInt64 bytes
Returns
Type Description
System.String

LocalClientReceivedData(UInt64)

Called when the local client receives data.

Declaration
public void LocalClientReceivedData(ulong dataLength)
Parameters
Type Name Description
System.UInt64 dataLength

LocalServerReceivedData(UInt64)

Called when the local client receives data.

Declaration
public void LocalServerReceivedData(ulong dataLength)
Parameters
Type Name Description
System.UInt64 dataLength

SetUpdateClient(Boolean)

Sets UpdateClient value.

Declaration
public void SetUpdateClient(bool update)
Parameters
Type Name Description
System.Boolean update

SetUpdateServer(Boolean)

Sets UpdateServer value.

Declaration
public void SetUpdateServer(bool update)
Parameters
Type Name Description
System.Boolean update

Events

OnClientNetworkTraffic

Called when NetworkTraffic is updated for the client.

Declaration
public event Action<NetworkTrafficArgs> OnClientNetworkTraffic
Event Type
Type Description
System.Action<NetworkTrafficArgs>

OnServerNetworkTraffic

Called when NetworkTraffic is updated for the server.

Declaration
public event Action<NetworkTrafficArgs> OnServerNetworkTraffic
Event Type
Type Description
System.Action<NetworkTrafficArgs>

Class StatisticsManager

Class StatisticsManager

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
StatisticsManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Statistic
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/StatisticsManager")]
public class StatisticsManager : MonoBehaviour

Fields

NetworkTraffic

Statistics for NetworkTraffic.

Declaration
public NetworkTraficStatistics NetworkTraffic
Field Value
Type Description
NetworkTraficStatistics

Namespace FishNet.Managing.Statistic

Namespace FishNet.Managing.Statistic

Classes

NetworkTraficStatistics

StatisticsManager

Structs

NetworkTrafficArgs


Enum EstimatedTick.OldTickOption

Enum EstimatedTick.OldTickOption

How to handle old ticks, specifically related to EstimatedTick.

Namespace: FishNet.Managing.Timing
Assembly: FishNet.Runtime.dll
Syntax
public enum OldTickOption : byte

Fields

Name Description
Discard

Completely ignore old ticks.

SetLastRemoteTick

Set LastRemoteTick but do not update RemoteTick.

SetRemoteTick

Set LastRemoteTick and RemoteTick.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class EstimatedTick

Class EstimatedTick

Inheritance
System.Object
EstimatedTick
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Timing
Assembly: FishNet.Runtime.dll
Syntax
public class EstimatedTick

Properties

IsLastRemoteTickOrdered

True if LastRemoteTick is equal to RemoteTick. This would indicate that the LastRemoteTick did not arrive out of order.

Declaration
public bool IsLastRemoteTickOrdered { get; }
Property Value
Type Description
System.Boolean

IsUnset

True if value is unset.

Declaration
public bool IsUnset { get; }
Property Value
Type Description
System.Boolean

LastRemoteTick

Last remote tick received regardless if it was out of order or a duplicate.

Declaration
public uint LastRemoteTick { get; }
Property Value
Type Description
System.UInt32

LocalTick

Local tick when this was last updated.

Declaration
public uint LocalTick { get; }
Property Value
Type Description
System.UInt32

RemoteTick

Last remote tick this was updated with that was not out of order or a duplicate.

Declaration
public uint RemoteTick { get; }
Property Value
Type Description
System.UInt32

Methods

Initialize(TimeManager, UInt32, UInt32, UInt32)

Initializes this EstimatedTick with values.

Declaration
public void Initialize(TimeManager tm, uint remoteTick = 0U, uint lastRemoteTick = 0U, uint localTick = 0U)
Parameters
Type Name Description
TimeManager tm
System.UInt32 remoteTick
System.UInt32 lastRemoteTick
System.UInt32 localTick

IsCurrent(TimeManager)

True if values were updated this tick.

Declaration
public bool IsCurrent(TimeManager tm = null)
Parameters
Type Name Description
TimeManager tm
Returns
Type Description
System.Boolean

LocalTickDifference(TimeManager)

Number of ticks LocalTick is being current LocalTick.

Declaration
public uint LocalTickDifference(TimeManager tm = null)
Parameters
Type Name Description
TimeManager tm
Returns
Type Description
System.UInt32

Reset()

Resets values to unset and clears the NetworkManager.

Declaration
public void Reset()

ResetTicks()

Resets only tick values, leaving type references.

Declaration
public void ResetTicks()

Update(TimeManager, UInt32, EstimatedTick.OldTickOption, Boolean)

Updates values.

Declaration
public bool Update(TimeManager tm, uint remoteTick, EstimatedTick.OldTickOption oldTickOption = EstimatedTick.OldTickOption.Discard, bool resetValue = true)
Parameters
Type Name Description
TimeManager tm

TimeManager to use.

System.UInt32 remoteTick

Remote tick being updated.

EstimatedTick.OldTickOption oldTickOption

How to handle remoteTick if it is old.

System.Boolean resetValue

True to reset Value based on this information. False will allow Value to continue to to estimate tick based on the last reset.

Returns
Type Description
System.Boolean

True if was able to update values.

Update(UInt32, EstimatedTick.OldTickOption, Boolean)

Updates values.

Declaration
public bool Update(uint remoteTick, EstimatedTick.OldTickOption oldTickOption = EstimatedTick.OldTickOption.Discard, bool resetValue = true)
Parameters
Type Name Description
System.UInt32 remoteTick

Remote tick being updated.

EstimatedTick.OldTickOption oldTickOption

How to handle remoteTick if it is old.

System.Boolean resetValue

True to reset Value based on this information. False will allow Value to continue to to estimate tick based on the last reset.

Returns
Type Description
System.Boolean

True if was able to update values.

UpdateValue()

Updates Value based on current ticks. This is typically used when you want to control when Value is reset through the Update methods.

Declaration
public void UpdateValue()

Value(TimeManager)

Current estimated value.

Declaration
public uint Value(TimeManager tm = null)
Parameters
Type Name Description
TimeManager tm
Returns
Type Description
System.UInt32

Value(out Boolean, TimeManager)

Current estimated value. Outputs if value is current.

Declaration
public uint Value(out bool isCurrent, TimeManager tm = null)
Parameters
Type Name Description
System.Boolean isCurrent

True if the value was updated this local tick.

TimeManager tm
Returns
Type Description
System.UInt32

Enum PhysicsMode

Enum PhysicsMode

How to simulate physics.

Namespace: FishNet.Managing.Timing
Assembly: FishNet.Runtime.dll
Syntax
public enum PhysicsMode

Fields

Name Description
Disabled

Physics will be disabled.

TimeManager

TimeManager performs physics each tick.

Unity

Unity performs physics every FixedUpdate.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Struct PreciseTick

Struct PreciseTick

Implements
System.IEquatable<PreciseTick>
Inherited Members
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Timing
Assembly: FishNet.Runtime.dll
Syntax
public readonly struct PreciseTick : IEquatable<PreciseTick>

Constructors

PreciseTick(UInt32, Byte)

Creates a precise tick where the percentage is a byte between 0 and 100.

Declaration
public PreciseTick(uint tick, byte percentAsByte)
Parameters
Type Name Description
System.UInt32 tick
System.Byte percentAsByte

PreciseTick(UInt32, Double)

Creates a precise tick where the percentage is a double between 0d and 1d.

Declaration
public PreciseTick(uint tick, double percent)
Parameters
Type Name Description
System.UInt32 tick
System.Double percent

Fields

MAXIMUM_BYTE_PERCENT

Maximum value a percent can be as a byte.

Declaration
public const byte MAXIMUM_BYTE_PERCENT = 100
Field Value
Type Description
System.Byte

MAXIMUM_DOUBLE_PERCENT

Maximum value a percent can be as a double.

Declaration
public const double MAXIMUM_DOUBLE_PERCENT = 1
Field Value
Type Description
System.Double

PercentAsByte

Percentage of the tick returned between 0 and 100.

Declaration
public readonly byte PercentAsByte
Field Value
Type Description
System.Byte

PercentAsDouble

Percentage of the tick returned between 0d and 1d.

Declaration
public readonly double PercentAsDouble
Field Value
Type Description
System.Double

Tick

The current tick.

Declaration
public readonly uint Tick
Field Value
Type Description
System.UInt32

Methods

Equals(PreciseTick)

Declaration
public readonly bool Equals(PreciseTick other)
Parameters
Type Name Description
PreciseTick other
Returns
Type Description
System.Boolean

Equals(Object)

Declaration
public override readonly bool Equals(object obj)
Parameters
Type Name Description
System.Object obj
Returns
Type Description
System.Boolean
Overrides
System.ValueType.Equals(System.Object)

GetHashCode()

Declaration
public override readonly int GetHashCode()
Returns
Type Description
System.Int32
Overrides
System.ValueType.GetHashCode()

IsValid()

Declaration
public readonly bool IsValid()
Returns
Type Description
System.Boolean

ToString()

Prints PreciseTick information as a string.

Declaration
public override readonly string ToString()
Returns
Type Description
System.String
Overrides
System.ValueType.ToString()

Operators

Equality(PreciseTick, PreciseTick)

Declaration
public static bool operator ==(PreciseTick a, PreciseTick b)
Parameters
Type Name Description
PreciseTick a
PreciseTick b
Returns
Type Description
System.Boolean

GreaterThan(PreciseTick, PreciseTick)

Declaration
public static bool operator>(PreciseTick a, PreciseTick b)
Parameters
Type Name Description
PreciseTick a
PreciseTick b
Returns
Type Description
System.Boolean

GreaterThanOrEqual(PreciseTick, PreciseTick)

Declaration
public static bool operator >=(PreciseTick a, PreciseTick b)
Parameters
Type Name Description
PreciseTick a
PreciseTick b
Returns
Type Description
System.Boolean

Inequality(PreciseTick, PreciseTick)

Declaration
public static bool operator !=(PreciseTick a, PreciseTick b)
Parameters
Type Name Description
PreciseTick a
PreciseTick b
Returns
Type Description
System.Boolean

LessThan(PreciseTick, PreciseTick)

Declaration
public static bool operator <(PreciseTick a, PreciseTick b)
Parameters
Type Name Description
PreciseTick a
PreciseTick b
Returns
Type Description
System.Boolean

LessThanOrEqual(PreciseTick, PreciseTick)

Declaration
public static bool operator <=(PreciseTick a, PreciseTick b)
Parameters
Type Name Description
PreciseTick a
PreciseTick b
Returns
Type Description
System.Boolean

Implements

System.IEquatable<T>

Extension Methods

PreciseTickExtensions.Add(PreciseTick, PreciseTick, Double)
PreciseTickExtensions.Subtract(PreciseTick, PreciseTick, Double)

Class PreciseTickExtensions

Class PreciseTickExtensions

Inheritance
System.Object
PreciseTickExtensions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Timing
Assembly: FishNet.Runtime.dll
Syntax
public static class PreciseTickExtensions

Methods

Add(PreciseTick, PreciseTick, Double)

Adds value onto a PreciseTick.

Declaration
public static PreciseTick Add(this PreciseTick pt, PreciseTick value, double delta)
Parameters
Type Name Description
PreciseTick pt
PreciseTick value

Value to add.

System.Double delta

Tick delta.

Returns
Type Description
PreciseTick

Subtract(PreciseTick, PreciseTick, Double)

Subtracts value from a PreciseTick.

Declaration
public static PreciseTick Subtract(this PreciseTick pt, PreciseTick value, double delta)
Parameters
Type Name Description
PreciseTick pt
PreciseTick value

Value to subtract.

System.Double delta

Tick delta.

Returns
Type Description
PreciseTick

Class PreciseTickSerializer

Class PreciseTickSerializer

Inheritance
System.Object
PreciseTickSerializer
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Timing
Assembly: FishNet.Runtime.dll
Syntax
public static class PreciseTickSerializer

Methods

ReadPreciseTick(Reader)

Declaration
public static PreciseTick ReadPreciseTick(this Reader reader)
Parameters
Type Name Description
Reader reader
Returns
Type Description
PreciseTick

WritePreciseTick(Writer, PreciseTick)

Declaration
public static void WritePreciseTick(this Writer writer, PreciseTick value)
Parameters
Type Name Description
Writer writer
PreciseTick value

Enum TickRounding

Enum TickRounding

How ticks are rounded when using time.

Namespace: FishNet.Managing.Timing
Assembly: FishNet.Runtime.dll
Syntax
public enum TickRounding

Fields

Name Description
RoundDown

Rounds down.

RoundNearest

Rounds to the nearest whole.

RoundUp

Rounds up.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Enum TickType

Enum TickType

Namespace: FishNet.Managing.Timing
Assembly: FishNet.Runtime.dll
Syntax
public enum TickType : byte

Fields

Name Description
LastPacketTick
LocalTick
Tick

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class TimeManager

Class TimeManager

Provides data and actions for network time and tick based systems.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
TimeManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Timing
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/TimeManager")]
public sealed class TimeManager : MonoBehaviour

Fields

UNSET_TICK

Value for a tick that is invalid.

Declaration
public const uint UNSET_TICK = 0U
Field Value
Type Description
System.UInt32

Properties

ClientUptime

How long the local client has been connected.

Declaration
public float ClientUptime { get; }
Property Value
Type Description
System.Single

FrameTicked

True if the TimeManager will or has ticked this frame.

Declaration
public bool FrameTicked { get; }
Property Value
Type Description
System.Boolean

LastPacketTick

Tick on the last received packet, be it from server or client.

Declaration
public EstimatedTick LastPacketTick { get; }
Property Value
Type Description
EstimatedTick

LocalTick

A tick that is not synchronized. This value will only increment. May be used for indexing or Ids with custom logic. When called on the server Tick is returned, otherwise LocalTick is returned. This value resets upon disconnecting.

Declaration
public uint LocalTick { get; }
Property Value
Type Description
System.UInt32

NetworkManager

NetworkManager used with this.

Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

PhysicsMode

How to perform physics.

Declaration
public PhysicsMode PhysicsMode { get; }
Property Value
Type Description
PhysicsMode

PingInterval

How often in seconds to a connections ping. This is also responsible for approximating server tick. This value does not affect prediction.

Declaration
public byte PingInterval { get; }
Property Value
Type Description
System.Byte

RoundTripTime

RoundTripTime in milliseconds. This value includes latency from the tick rate.

Declaration
public long RoundTripTime { get; }
Property Value
Type Description
System.Int64

ServerUptime

How long the local server has been connected.

Declaration
public float ServerUptime { get; }
Property Value
Type Description
System.Single

Tick

Current approximate network tick as it is on server. When running as client only this is an approximation to what the server tick is. The value of this field may increase and decrease as timing adjusts. This value is reset upon disconnecting. Tick can be used to get the server time by using TicksToTime(). Use LocalTick for values that only increase.

Declaration
public uint Tick { get; }
Property Value
Type Description
System.UInt32

TickDelta

A fixed deltaTime for TickRate.

Declaration
[HideInInspector]
public double TickDelta { get; }
Property Value
Type Description
System.Double

TickRate

How many times per second the server will simulate. This does not limit server frame rate.

Declaration
public ushort TickRate { get; }
Property Value
Type Description
System.UInt16

Methods

GetPhysicsTimeScale()

Gets the current physics time scale.

Declaration
public float GetPhysicsTimeScale()
Returns
Type Description
System.Single

GetPreciseTick(TickType)

Returns a PreciseTick.

Declaration
public PreciseTick GetPreciseTick(TickType tickType)
Parameters
Type Name Description
TickType tickType

Tick to use within PreciseTick.

Returns
Type Description
PreciseTick

GetPreciseTick(UInt32)

Returns a PreciseTick.

Declaration
public PreciseTick GetPreciseTick(uint tick)
Parameters
Type Name Description
System.UInt32 tick

Tick to set within the returned PreciseTick.

Returns
Type Description
PreciseTick

GetTickPercentAsByte()

Returns the percentage of how far the TimeManager is into the next tick. Value will return between 0 and 100.

Declaration
public byte GetTickPercentAsByte()
Returns
Type Description
System.Byte

GetTickPercentAsDouble()

Returns the percentage of how far the TimeManager is into the next tick as a double. Value will return between 0d and 1d.

Declaration
public double GetTickPercentAsDouble()
Returns
Type Description
System.Double

GetTickPercentAsDouble(Byte)

Converts a 0 to 100 byte value to a 0d to 1d percent value. This does not check for excessive byte values, such as anything over 100.

Declaration
public static double GetTickPercentAsDouble(byte value)
Parameters
Type Name Description
System.Byte value
Returns
Type Description
System.Double

LocalTickToTick(UInt32)

Estimatedly converts a local tick to what it would be for the synchronized tick.

Declaration
public uint LocalTickToTick(uint localTick)
Parameters
Type Name Description
System.UInt32 localTick

Local tick to convert.

Returns
Type Description
System.UInt32

SetPhysicsMode(PhysicsMode)

Updates physics based on which physics mode to use.

Declaration
public void SetPhysicsMode(PhysicsMode mode)
Parameters
Type Name Description
PhysicsMode mode

SetPhysicsTimeScale(Single)

Sets the physics time scale. This is not automatically synchronized.

Declaration
public void SetPhysicsTimeScale(float value)
Parameters
Type Name Description
System.Single value

New value.

SetTickRate(UInt16)

Sets the TickRate to use. This value is not synchronized, it must be set on client and server independently.

Declaration
public void SetTickRate(ushort value)
Parameters
Type Name Description
System.UInt16 value

New TickRate to use.

TicksToTime(PreciseTick)

Converts a PreciseTick to time.

Declaration
public double TicksToTime(PreciseTick pt)
Parameters
Type Name Description
PreciseTick pt

PreciseTick to convert.

Returns
Type Description
System.Double

TicksToTime(TickType)

Converts current ticks to time.

Declaration
public double TicksToTime(TickType tickType = TickType.LocalTick)
Parameters
Type Name Description
TickType tickType

TickType to compare against.

Returns
Type Description
System.Double

TicksToTime(UInt32)

Converts a number ticks to time.

Declaration
public double TicksToTime(uint ticks)
Parameters
Type Name Description
System.UInt32 ticks

Ticks to convert.

Returns
Type Description
System.Double

TickToLocalTick(UInt32)

Estimatedly converts a synchronized tick to what it would be for the local tick.

Declaration
public uint TickToLocalTick(uint tick)
Parameters
Type Name Description
System.UInt32 tick

Synchronized tick to convert.

Returns
Type Description
System.UInt32

TimePassed(PreciseTick, Boolean)

Gets time passed from Tick to preciseTick.

Declaration
public double TimePassed(PreciseTick preciseTick, bool allowNegative = false)
Parameters
Type Name Description
PreciseTick preciseTick

PreciseTick value to compare against.

System.Boolean allowNegative

True to allow negative values. When false and value would be negative 0 is returned.

Returns
Type Description
System.Double

TimePassed(UInt32, Boolean)

Gets time passed from Tick to previousTick.

Declaration
public double TimePassed(uint previousTick, bool allowNegative = false)
Parameters
Type Name Description
System.UInt32 previousTick

The previous tick.

System.Boolean allowNegative

True to allow negative values. When false and value would be negative 0 is returned.

Returns
Type Description
System.Double

TimePassed(UInt32, UInt32)

Gets time passed from currentTick to previousTick.

Declaration
public double TimePassed(uint currentTick, uint previousTick)
Parameters
Type Name Description
System.UInt32 currentTick

The current tick.

System.UInt32 previousTick

The previous tick.

Returns
Type Description
System.Double

TimeToPreciseTick(Double)

Converts time to a PreciseTick.

Declaration
public PreciseTick TimeToPreciseTick(double time)
Parameters
Type Name Description
System.Double time

Time to convert.

Returns
Type Description
PreciseTick

TimeToTicks(Double, TickRounding)

Converts time to ticks.

Declaration
public uint TimeToTicks(double time, TickRounding rounding = TickRounding.RoundNearest)
Parameters
Type Name Description
System.Double time

Time to convert.

TickRounding rounding
Returns
Type Description
System.UInt32

Events

OnFixedUpdate

Called when MonoBehaviours call FixedUpdate.

Declaration
public event Action OnFixedUpdate
Event Type
Type Description
System.Action

OnLateUpdate

Called when MonoBehaviours call LateUpdate.

Declaration
public event Action OnLateUpdate
Event Type
Type Description
System.Action

OnPostPhysicsSimulation

When using TimeManager for physics timing, this is called immediately after the physics simulation has occured for the tick. While using Unity for physics timing, this is called during Update, only if a physics frame. This may be useful if you wish to run physics differently for stacked scenes.

Declaration
public event Action<float> OnPostPhysicsSimulation
Event Type
Type Description
System.Action<System.Single>

OnPostTick

Called after a tick occurs; physics would have simulated if using PhysicsMode.TimeManager.

Declaration
public event Action OnPostTick
Event Type
Type Description
System.Action

OnPrePhysicsSimulation

When using TimeManager for physics timing, this is called immediately before physics simulation will occur for the tick. While using Unity for physics timing, this is called during FixedUpdate. This may be useful if you wish to run physics differently for stacked scenes.

Declaration
public event Action<float> OnPrePhysicsSimulation
Event Type
Type Description
System.Action<System.Single>

OnPreTick

Called right before a tick occurs, as well before data is read.

Declaration
public event Action OnPreTick
Event Type
Type Description
System.Action

OnRoundTripTimeUpdated

Called when the local clients ping is updated.

Declaration
public event Action<long> OnRoundTripTimeUpdated
Event Type
Type Description
System.Action<System.Int64>

OnTick

Called when a tick occurs.

Declaration
public event Action OnTick
Event Type
Type Description
System.Action

OnUpdate

Called when MonoBehaviours call Update.

Declaration
public event Action OnUpdate
Event Type
Type Description
System.Action

Namespace FishNet.Managing.Timing

Namespace FishNet.Managing.Timing

Classes

EstimatedTick

PreciseTickExtensions

PreciseTickSerializer

TimeManager

Provides data and actions for network time and tick based systems.

Structs

PreciseTick

Enums

EstimatedTick.OldTickOption

How to handle old ticks, specifically related to EstimatedTick.

PhysicsMode

How to simulate physics.

TickRounding

How ticks are rounded when using time.

TickType


Class IntermediateLayer

Class IntermediateLayer

When inherited from this may be used with the TransportManager to alter messages before they are sent and received.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
IntermediateLayer
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
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UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
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UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
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UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
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UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
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UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
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UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
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Namespace: FishNet.Managing.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public abstract class IntermediateLayer : MonoBehaviour

Properties

TransportManager

TransportManager associated with this script.

Declaration
public TransportManager TransportManager { get; }
Property Value
Type Description
TransportManager

Methods

HandleIncoming(ArraySegment<Byte>, Boolean)

Called when data is received.

Declaration
public abstract ArraySegment<byte> HandleIncoming(ArraySegment<byte> src, bool fromServer)
Parameters
Type Name Description
System.ArraySegment<System.Byte> src

Original data.

System.Boolean fromServer

True if receiving from the server, false if from a client.

Returns
Type Description
System.ArraySegment<System.Byte>

Modified data.

HandleOutgoing(ArraySegment<Byte>, Boolean)

Called when data is sent.

Declaration
public abstract ArraySegment<byte> HandleOutgoing(ArraySegment<byte> src, bool toServer)
Parameters
Type Name Description
System.ArraySegment<System.Byte> src

Original data.

System.Boolean toServer

True if sending to the server, false if to a client.

Returns
Type Description
System.ArraySegment<System.Byte>

Modified data.

InitializeOnce(TransportManager)

Initializes this IntermediateLayer for use.

Declaration
public virtual void InitializeOnce(TransportManager manager)
Parameters
Type Name Description
TransportManager manager

Class LatencySimulator

Class LatencySimulator

Inheritance
System.Object
LatencySimulator
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Transporting
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class LatencySimulator

Methods

AddOutgoing(Byte, ArraySegment<Byte>, Boolean, Int32)

Adds a packet for simulation.

Declaration
public void AddOutgoing(byte channelId, ArraySegment<byte> segment, bool toServer = true, int connectionId = -1)
Parameters
Type Name Description
System.Byte channelId
System.ArraySegment<System.Byte> segment
System.Boolean toServer
System.Int32 connectionId

GetEnabled()

Gets the enabled value of simulator.

Declaration
public bool GetEnabled()
Returns
Type Description
System.Boolean

GetLatency()

Gets the latency value.

Declaration
public long GetLatency()
Returns
Type Description
System.Int64

GetOutOfOrder()

Out of order chance, 1f is a 100% chance to occur.

Declaration
public double GetOutOfOrder()
Returns
Type Description
System.Double

GetPacketLost()

Gets packet loss chance. 1f is a 100% chance to occur.

Declaration
public double GetPacketLost()
Returns
Type Description
System.Double

Initialize(NetworkManager, Transport)

Declaration
public void Initialize(NetworkManager manager, Transport transport)
Parameters
Type Name Description
NetworkManager manager
Transport transport

IterateOutgoing(Boolean)

Simulates pending outgoing packets.

Declaration
public void IterateOutgoing(bool toServer)
Parameters
Type Name Description
System.Boolean toServer

True if sending to the server.

RemovePendingForConnection(Int32)

Removes pending or held packets for a connection.

Declaration
public void RemovePendingForConnection(int connectionId)
Parameters
Type Name Description
System.Int32 connectionId

Reset()

Stops both client and server.

Declaration
public void Reset()

SetEnabled(Boolean)

Sets the enabled value of simulator.

Declaration
public void SetEnabled(bool value)
Parameters
Type Name Description
System.Boolean value

New value.

SetLatency(Int64)

Sets a new latency value.

Declaration
public void SetLatency(long value)
Parameters
Type Name Description
System.Int64 value

Latency as milliseconds.

SetOutOfOrder(Double)

Sets out of order chance. 1f is a 100% chance to occur.

Declaration
public void SetOutOfOrder(double value)
Parameters
Type Name Description
System.Double value

New Value.

SetPacketLoss(Double)

Sets packet loss chance. 1f is a 100% chance to occur.

Declaration
public void SetPacketLoss(double value)
Parameters
Type Name Description
System.Double value

New Value.


Class TransportManager

Class TransportManager

Communicates with the Transport to send and receive data.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
TransportManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Transporting
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/TransportManager")]
public sealed class TransportManager : MonoBehaviour

Fields

CHANNEL_COUNT

Number of channels supported.

Declaration
public const byte CHANNEL_COUNT = 2
Field Value
Type Description
System.Byte

COMPONENT_INDEX_LENGTH

Number of bytes sent for ComponentIndex.

Declaration
public const byte COMPONENT_INDEX_LENGTH = 1
Field Value
Type Description
System.Byte

INVALID_MTU

Value to use when a MTU could not be found.

Declaration
public const int INVALID_MTU = -1
Field Value
Type Description
System.Int32

MINIMUM_MTU_RESERVE

MTU reserved for internal use. 1 byte is used to specify channel in packets for transports that do not include channel within their packet header. This is transport dependent.

Declaration
public const int MINIMUM_MTU_RESERVE = 1
Field Value
Type Description
System.Int32

OBJECT_ID_LENGTH

Number of bytes sent for ObjectId.

Declaration
public const byte OBJECT_ID_LENGTH = 2
Field Value
Type Description
System.Byte

PACKETID_LENGTH

Number of bytes sent for PacketId.

Declaration
public const byte PACKETID_LENGTH = 2
Field Value
Type Description
System.Byte

SPLIT_INDICATOR_LENGTH

Number of bytes required for split data.

Declaration
public const byte SPLIT_INDICATOR_LENGTH = 10
Field Value
Type Description
System.Byte

Transport

The current Transport being used.

Declaration
[Tooltip("The current Transport being used.")]
public Transport Transport
Field Value
Type Description
Transport

UNPACKED_SIZE_LENGTH

Number of bytes sent for an unpacked size, such as a collection or array size.

Declaration
public const byte UNPACKED_SIZE_LENGTH = 4
Field Value
Type Description
System.Byte

UNPACKED_TICK_LENGTH

Number of bytes sent for Tick.

Declaration
public const byte UNPACKED_TICK_LENGTH = 4
Field Value
Type Description
System.Byte

Properties

HasIntermediateLayer

Returns if an IntermediateLayer is in use.

Declaration
public bool HasIntermediateLayer { get; }
Property Value
Type Description
System.Boolean

LatencySimulator

Latency simulation settings.

Declaration
public LatencySimulator LatencySimulator { get; }
Property Value
Type Description
LatencySimulator

Methods

GetLowestMTU()

Returns the lowest MTU of all channels. When using multipass this will evaluate all transports within Multipass.

Declaration
public int GetLowestMTU()
Returns
Type Description
System.Int32

GetLowestMTU(Byte)

Returns the lowest MTU for a channel. When using multipass this will evaluate all transports within Multipass.

Declaration
public int GetLowestMTU(byte channel)
Parameters
Type Name Description
System.Byte channel
Returns
Type Description
System.Int32

GetMTU(Byte)

Gets MTU on the current transport for channel.

Declaration
public int GetMTU(byte channel)
Parameters
Type Name Description
System.Byte channel

Channel to get MTU of.

Returns
Type Description
System.Int32

GetMTU(Int32, Byte)

Gets MTU on the transportIndex for channel. This requires use of Multipass.

Declaration
public int GetMTU(int transportIndex, byte channel)
Parameters
Type Name Description
System.Int32 transportIndex

Index of the transport to get the MTU on.

System.Byte channel

Channel to get MTU of.

Returns
Type Description
System.Int32

GetMTU<T>(Byte)

Gets MTU on the transport type for channel. This requires use of Multipass.

Declaration
public int GetMTU<T>(byte channel)
    where T : Transport
Parameters
Type Name Description
System.Byte channel

Channel to get MTU of.

Returns
Type Description
System.Int32
Type Parameters
Name Description
T

Tyep of transport to use.

GetMTUReserve()

Returns the current MTU reserve.

Declaration
public int GetMTUReserve()
Returns
Type Description
System.Int32

GetTransport(Int32)

Gets transport on index. Commonly index will be 0 unless using Multipass.

Declaration
public Transport GetTransport(int index)
Parameters
Type Name Description
System.Int32 index
Returns
Type Description
Transport

GetTransport<T>()

Gets transport of type T.

Declaration
public T GetTransport<T>()
    where T : Transport
Returns
Type Description
T

Returns the found transport which is of type T. Returns default of T if not found.

Type Parameters
Name Description
T

IsLocalTransport(Int32, Int32)

Returns IsLocalTransport for the transportId, optionally checking against a connectionId.

Declaration
public bool IsLocalTransport(int transportId, int connectionId = -1)
Parameters
Type Name Description
System.Int32 transportId
System.Int32 connectionId
Returns
Type Description
System.Boolean

SetMTUReserve(Int32)

Sets a custom value to reserve for the internal buffers. This value is also deducted from transport MTU when using GetMTU methods.

Declaration
public void SetMTUReserve(int value)
Parameters
Type Name Description
System.Int32 value

Value to use.


Namespace FishNet.Managing.Transporting

Namespace FishNet.Managing.Transporting

Classes

IntermediateLayer

When inherited from this may be used with the TransportManager to alter messages before they are sent and received.

LatencySimulator

TransportManager

Communicates with the Transport to send and receive data.


Class Packets

Class Packets

Inheritance
System.Object
Packets
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Managing.Utility
Assembly: FishNet.Runtime.dll
Syntax
public class Packets

Namespace FishNet.Managing.Utility

Namespace FishNet.Managing.Utility

Classes

Packets


Namespace FishNet.Managing

Namespace FishNet.Managing

Classes

NetworkManager

Acts as a container for all things related to your networking session.

NetworkManagerExtensions

Enums

NetworkManager.HostIterationOrder

Which socket to iterate data on first when as host.

NetworkManager.PersistenceType

How to persist with multiple NetworkManagers.

RemoteTimeoutType


Class ClientAttribute

Class ClientAttribute

Prevents this method from running if client is not active.

Inheritance
System.Object
System.Attribute
ClientAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ClientAttribute : Attribute, _Attribute

Fields

Logging

Type of logging to use when the IsClient check fails.

Declaration
public LoggingType Logging
Field Value
Type Description
LoggingType

RequireOwnership

True to only allow a client to run the method if they are owner of the object.

Declaration
public bool RequireOwnership
Field Value
Type Description
System.Boolean

Implements

System.Runtime.InteropServices._Attribute

Enum DataOrderType

Enum DataOrderType

Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public enum DataOrderType

Fields

Name Description
Default

Data will buffer in the order originally intended. EG: SyncTypes will always send last, and RPCs will always send in the order they were called.

Last

Data will be attached to the end of the packet. RPCs can be sent after all SyncTypes by using this value. Multiple RPCs with this order type will send last, in the order they were called.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Enum DespawnType

Enum DespawnType

Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public enum DespawnType : byte

Fields

Name Description
Destroy
Pool

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class EmptyNetworkBehaviour

Class EmptyNetworkBehaviour

This may be added at runtime to find objects without any network scripts, beneath a NetworkObject.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
EmptyNetworkBehaviour
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.ResetState(Boolean)
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartNetwork()
NetworkBehaviour.OnStopNetwork()
NetworkBehaviour.OnStartServer()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnStartClient()
NetworkBehaviour.OnStopClient()
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public class EmptyNetworkBehaviour : NetworkBehaviour

Class GlobalPreserveOwnedObjects

Class GlobalPreserveOwnedObjects

Place this component on your NetworkManager object to remove ownership of objects for a disconnecting client. This prevents any owned object from being despawned when the owner disconnects.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
GlobalPreserveOwnedObjects
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public class GlobalPreserveOwnedObjects : MonoBehaviour

Methods

Objects_OnPreDestroyClientObjects(NetworkConnection)

Declaration
protected virtual void Objects_OnPreDestroyClientObjects(NetworkConnection conn)
Parameters
Type Name Description
NetworkConnection conn

Class NetworkBehaviour

Class NetworkBehaviour

Scripts which inherit from NetworkBehaviour can be used to gain insight of, and perform actions on the network.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkBehaviour
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public abstract class NetworkBehaviour : MonoBehaviour

Fields

MAXIMUM_NETWORKBEHAVIOURS

Maximum number of allowed added NetworkBehaviours.

Declaration
public const byte MAXIMUM_NETWORKBEHAVIOURS = 254
Field Value
Type Description
System.Byte

UNSET_NETWORKBEHAVIOUR_ID

Id for when a NetworkBehaviour is not valid.

Declaration
public const byte UNSET_NETWORKBEHAVIOUR_ID = 255
Field Value
Type Description
System.Byte

Properties

ClientManager

ClientManager for this object.

Declaration
public ClientManager ClientManager { get; }
Property Value
Type Description
ClientManager

ComponentIndex

ComponentIndex for this NetworkBehaviour.

Declaration
public byte ComponentIndex { get; }
Property Value
Type Description
System.Byte

HasAuthority

True if IsOwner, or if IsServerInitialized with no Owner.

Declaration
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use (base.Owner.IsLocalClient || (base.IsServerInitialized && !Owner.Isvalid) instead.")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
public bool HasAuthority { get; }
Property Value
Type Description
System.Boolean

IsBehaviourReconciling

True if this NetworkBehaviour is reconciling. If this NetworkBehaviour does not implemnent prediction methods this value will always be false. Value will be false if there is no data to reconcile to, even if the PredictionManager IsReconciling. Data may be missing if it were intentionally not sent, or due to packet loss.

Declaration
public bool IsBehaviourReconciling { get; }
Property Value
Type Description
System.Boolean

IsClient

Declaration
[Obsolete("Use IsClientInitialized. Note the difference between IsClientInitialized and IsClientStarted.")]
public bool IsClient { get; }
Property Value
Type Description
System.Boolean

IsClientInitialized

True if this object has been initialized on the client side. This is set true right before client start callbacks and after stop callbacks.

Declaration
public bool IsClientInitialized { get; }
Property Value
Type Description
System.Boolean

IsClientOnly

Declaration
[Obsolete("Use IsClientOnlyInitialized. Note the difference between IsClientOnlyInitialized and IsClientOnlyStarted.")]
public bool IsClientOnly { get; }
Property Value
Type Description
System.Boolean

IsClientOnlyInitialized

Declaration
public bool IsClientOnlyInitialized { get; }
Property Value
Type Description
System.Boolean

IsClientOnlyStarted

True if only the client is started and authenticated.

Declaration
public bool IsClientOnlyStarted { get; }
Property Value
Type Description
System.Boolean

IsClientStarted

True if the client is started and authenticated.

Declaration
public bool IsClientStarted { get; }
Property Value
Type Description
System.Boolean

IsDeinitializing

True if the NetworkObject for this NetworkBehaviour is deinitializing.

Declaration
public bool IsDeinitializing { get; }
Property Value
Type Description
System.Boolean

IsHost

Declaration
[Obsolete("Use IsHostInitialized. Note the difference between IsHostInitialized and IsHostStarted.")]
public bool IsHost { get; }
Property Value
Type Description
System.Boolean

IsHostInitialized

True if this object has been initialized on the server and client side.

Declaration
public bool IsHostInitialized { get; }
Property Value
Type Description
System.Boolean

IsHostStarted

True if client and server are started.

Declaration
public bool IsHostStarted { get; }
Property Value
Type Description
System.Boolean

IsManagerReconciling

True if a reconcile is occuring on the PredictionManager. Note the difference between this and IsBehaviourReconciling.

Declaration
public bool IsManagerReconciling { get; }
Property Value
Type Description
System.Boolean

IsNetworked

True if the object will always initialize as a networked object. When false the object will not automatically initialize over the network. Using Spawn() on an object will always set that instance as networked. To check if server or client has been initialized on this object use IsXYZInitialized.

Declaration
public bool IsNetworked { get; }
Property Value
Type Description
System.Boolean

IsOffline

True if client nor server are started.

Declaration
public bool IsOffline { get; }
Property Value
Type Description
System.Boolean

IsOwner

True if the local client is the owner of this object.

Declaration
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use base.Owner.IsLocalClient instead.")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
public bool IsOwner { get; }
Property Value
Type Description
System.Boolean

IsOwnerOrServer

Declaration
[Obsolete("Use HasAuthority")]
public bool IsOwnerOrServer { get; }
Property Value
Type Description
System.Boolean

IsServer

Declaration
[Obsolete("Use IsServerInitialized. Note the difference between IsServerInitialized and IsServerStarted.")]
public bool IsServer { get; }
Property Value
Type Description
System.Boolean

IsServerInitialized

True if this object has been initialized on the server side. This is set true right before server start callbacks and after stop callbacks.

Declaration
public bool IsServerInitialized { get; }
Property Value
Type Description
System.Boolean

IsServerOnly

Declaration
[Obsolete("Use IsServerOnlyInitialized. Note the difference between IsServerOnlyInitialized and IsServerOnlyStarted.")]
public bool IsServerOnly { get; }
Property Value
Type Description
System.Boolean

IsServerOnlyInitialized

Declaration
public bool IsServerOnlyInitialized { get; }
Property Value
Type Description
System.Boolean

IsServerOnlyStarted

True if only the server is started.

Declaration
public bool IsServerOnlyStarted { get; }
Property Value
Type Description
System.Boolean

IsServerStarted

True if server is started.

Declaration
public bool IsServerStarted { get; }
Property Value
Type Description
System.Boolean

IsSpawned

True if this NetworkBehaviour is initialized for the network.

Declaration
public bool IsSpawned { get; }
Property Value
Type Description
System.Boolean

LocalConnection

The local connection of the client calling this method.

Declaration
public NetworkConnection LocalConnection { get; }
Property Value
Type Description
NetworkConnection

NetworkManager

NetworkManager for this object.

Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

NetworkObject

NetworkObject this behaviour is for.

Declaration
public NetworkObject NetworkObject { get; }
Property Value
Type Description
NetworkObject

NetworkObserver

NetworkObserver on this object.

Declaration
public NetworkObserver NetworkObserver { get; }
Property Value
Type Description
NetworkObserver

ObjectId

Unique Id for this _networkObjectCache. This does not represent the object owner.

Declaration
public int ObjectId { get; }
Property Value
Type Description
System.Int32

ObserverManager

ObserverManager for this object.

Declaration
public ObserverManager ObserverManager { get; }
Property Value
Type Description
ObserverManager

Observers

Observers for this NetworkBehaviour.

Declaration
public HashSet<NetworkConnection> Observers { get; }
Property Value
Type Description
System.Collections.Generic.HashSet<NetworkConnection>

Owner

Owner of this object.

Declaration
public NetworkConnection Owner { get; }
Property Value
Type Description
NetworkConnection

OwnerId

ClientId for this NetworkObject owner.

Declaration
public int OwnerId { get; }
Property Value
Type Description
System.Int32

PredictionManager

PredictionManager for this object.

Declaration
public PredictionManager PredictionManager { get; }
Property Value
Type Description
PredictionManager

RollbackManager

RollbackManager for this object.

Declaration
public RollbackManager RollbackManager { get; }
Property Value
Type Description
RollbackManager

SceneManager

SceneManager for this object.

Declaration
public SceneManager SceneManager { get; }
Property Value
Type Description
SceneManager

ServerManager

ServerManager for this object.

Declaration
public ServerManager ServerManager { get; }
Property Value
Type Description
ServerManager

TimeManager

TimeManager for this object.

Declaration
public TimeManager TimeManager { get; }
Property Value
Type Description
TimeManager

TransportManager

TransportManager for this object.

Declaration
public TransportManager TransportManager { get; }
Property Value
Type Description
TransportManager

Methods

CanLog(LoggingType)

True if can log for loggingType.

Declaration
public bool CanLog(LoggingType loggingType)
Parameters
Type Name Description
LoggingType loggingType

Type of logging being filtered.

Returns
Type Description
System.Boolean

ClearBuffedRpcs()

Clears all buffered RPCs for this NetworkBehaviour.

Declaration
public void ClearBuffedRpcs()

ClearReplicateCache()

Clears cached replicates for server and client. This can be useful to call on server and client after teleporting.

Declaration
public virtual void ClearReplicateCache()

CreateReconcile()

Override this method to create your reconcile data, and call your reconcile method.

Declaration
public virtual void CreateReconcile()

Despawn(NetworkObject, Nullable<DespawnType>)

Despawns a NetworkObject. Only call from the server.

Declaration
public void Despawn(NetworkObject nob, DespawnType? despawnType = null)
Parameters
Type Name Description
NetworkObject nob

NetworkObject to despawn.

System.Nullable<DespawnType> despawnType

What happens to the object after being despawned.

Despawn(Nullable<DespawnType>)

Despawns this _networkObjectCache. Can only be called on the server.

Declaration
public void Despawn(DespawnType? despawnType = null)
Parameters
Type Name Description
System.Nullable<DespawnType> despawnType

What happens to the object after being despawned.

Despawn(GameObject, Nullable<DespawnType>)

Despawns a GameObject. Only call from the server.

Declaration
public void Despawn(GameObject go, DespawnType? despawnType = null)
Parameters
Type Name Description
UnityEngine.GameObject go

GameObject to despawn.

System.Nullable<DespawnType> despawnType

What happens to the object after being despawned.

EmptyReplicatesQueueIntoHistory_Start()

This is overriden by codegen to call EmptyReplicatesQueueIntoHistory(). This should only be called when client only.

Declaration
protected virtual void EmptyReplicatesQueueIntoHistory_Start()

EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)

Replicates which are enqueued will be removed from the queue and put into replicatesHistory. This should only be called when client only.

Declaration
protected void EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T> replicatesQueue, RingBuffer<T> replicatesHistory)
    where T : IReplicateData
Parameters
Type Name Description
BasicQueue<T> replicatesQueue
RingBuffer<T> replicatesHistory
Type Parameters
Name Description
T

GetInstance<T>()

Returns class of type if found within CodegenBase classes.

Declaration
public T GetInstance<T>()
    where T : Component
Returns
Type Description
T
Type Parameters
Name Description
T

GiveOwnership(NetworkConnection)

Gives ownership to newOwner.

Declaration
public void GiveOwnership(NetworkConnection newOwner)
Parameters
Type Name Description
NetworkConnection newOwner

GiveOwnership(NetworkConnection, Boolean)

Gives ownership to newOwner.

Declaration
public void GiveOwnership(NetworkConnection newOwner, bool includeNested)
Parameters
Type Name Description
NetworkConnection newOwner
System.Boolean includeNested

OnDespawnServer(NetworkConnection)

Called on the server before a despawn message for this object has been sent to connection. Useful for sending remote calls or actions to clients.

Declaration
public virtual void OnDespawnServer(NetworkConnection connection)
Parameters
Type Name Description
NetworkConnection connection

OnOwnershipClient(NetworkConnection)

Called on the client after gaining or losing ownership.

Declaration
public virtual void OnOwnershipClient(NetworkConnection prevOwner)
Parameters
Type Name Description
NetworkConnection prevOwner

Previous owner of this object.

OnOwnershipServer(NetworkConnection)

Called on the server after ownership has changed.

Declaration
public virtual void OnOwnershipServer(NetworkConnection prevOwner)
Parameters
Type Name Description
NetworkConnection prevOwner

Previous owner of this object.

OnSpawnServer(NetworkConnection)

Called on the server after a spawn message for this object has been sent to clients. Useful for sending remote calls or data to clients.

Declaration
public virtual void OnSpawnServer(NetworkConnection connection)
Parameters
Type Name Description
NetworkConnection connection

Connection the object is being spawned for.

OnStartClient()

Called on the client after initializing this object.

Declaration
public virtual void OnStartClient()

OnStartNetwork()

Called when the network has initialized this object. May be called for server or client but will only be called once. When as host or server this method will run before OnStartServer. When as client only the method will run before OnStartClient.

Declaration
public virtual void OnStartNetwork()

OnStartServer()

Called on the server after initializing this object. SyncTypes modified before or during this method will be sent to clients in the spawn message.

Declaration
public virtual void OnStartServer()

OnStopClient()

Called on the client before deinitializing this object.

Declaration
public virtual void OnStopClient()

OnStopNetwork()

Called when the network is deinitializing this object. May be called for server or client but will only be called once. When as host or server this method will run after OnStopServer. When as client only this method will run after OnStopClient.

Declaration
public virtual void OnStopNetwork()

OnStopServer()

Called on the server before deinitializing this object.

Declaration
public virtual void OnStopServer()

OnValidate()

Declaration
protected virtual void OnValidate()

OwnerMatches(NetworkConnection)

Returns if a connection is the owner of this object.

Declaration
public bool OwnerMatches(NetworkConnection connection)
Parameters
Type Name Description
NetworkConnection connection
Returns
Type Description
System.Boolean

ReadPayload(NetworkConnection, Reader)

Called before network start callbacks, but after the object is initialized with network values. This may be used to read information from predicted spawning, or simply have values set before initialization without depending on SyncTypes.

Declaration
public virtual void ReadPayload(NetworkConnection connection, Reader reader)
Parameters
Type Name Description
NetworkConnection connection

Connection sending the payload. When coming from the server connection.IsValid will return false.

Reader reader

Reconcile_Client_Start()

This is called when the networkbehaviour should perform a reconcile. Codegen overrides this calling Reconcile_Client with the needed data.

Declaration
protected virtual void Reconcile_Client_Start()

Reconcile_Reader_Local<T>(UInt32, PooledReader)

Reads a local reconcile from the client.

Declaration
public T Reconcile_Reader_Local<T>(uint tick, PooledReader reader)
    where T : IReconcileData
Parameters
Type Name Description
System.UInt32 tick
PooledReader reader
Returns
Type Description
T
Type Parameters
Name Description
T

Reconcile_Reader<T>(PooledReader, ref T, Channel)

Reads a reconcile from the server.

Declaration
public void Reconcile_Reader<T>(PooledReader reader, ref T lastReconciledata, Channel channel)
    where T : IReconcileData
Parameters
Type Name Description
PooledReader reader
T lastReconciledata
Channel channel
Type Parameters
Name Description
T

Reconcile_Server<T>(UInt32, ref T, T, Channel)

Sends a reconcile to clients.

Declaration
public void Reconcile_Server<T>(uint methodHash, ref T lastReconcileData, T data, Channel channel)
    where T : IReconcileData
Parameters
Type Name Description
System.UInt32 methodHash
T lastReconcileData
T data
Channel channel
Type Parameters
Name Description
T

RegisterInstance<T>(T, Boolean)

Registers a new component to this NetworkManager.

Declaration
public void RegisterInstance<T>(T component, bool replace = true)
    where T : Component
Parameters
Type Name Description
T component

Reference of the component being registered.

System.Boolean replace

True to replace existing references.

Type Parameters
Name Description
T

Type to register.

RegisterInvokeOnInstance<T>(Action<Component>)

Invokes an action when a specified component becomes registered. Action will invoke immediately if already registered.

Declaration
public void RegisterInvokeOnInstance<T>(Action<Component> handler)
    where T : Component
Parameters
Type Name Description
System.Action<UnityEngine.Component> handler

Action to invoke.

Type Parameters
Name Description
T

Component type.

RemoveOwnership()

Removes ownership from all clients.

Declaration
public void RemoveOwnership()

Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)

Replays an input for authoritative entity.

Declaration
protected void Replicate_Replay_Authoritative<T>(uint replayTick, ReplicateUserLogicDelegate<T> del, RingBuffer<T> replicatesHistory, Channel channel)
    where T : IReplicateData
Parameters
Type Name Description
System.UInt32 replayTick
FishNet.Object.Prediction.Delegating.ReplicateUserLogicDelegate<T> del
RingBuffer<T> replicatesHistory
Channel channel
Type Parameters
Name Description
T

Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)

Replays an input for non authoritative entity.

Declaration
protected void Replicate_Replay_NonAuthoritative<T>(uint replayTick, ReplicateUserLogicDelegate<T> del, RingBuffer<T> replicatesHistory, Channel channel)
    where T : IReplicateData
Parameters
Type Name Description
System.UInt32 replayTick
FishNet.Object.Prediction.Delegating.ReplicateUserLogicDelegate<T> del
RingBuffer<T> replicatesHistory
Channel channel
Type Parameters
Name Description
T

Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)

Replays inputs from replicates.

Declaration
protected void Replicate_Replay<T>(uint replayTick, ReplicateUserLogicDelegate<T> del, RingBuffer<T> replicatesHistory, Channel channel)
    where T : IReplicateData
Parameters
Type Name Description
System.UInt32 replayTick
FishNet.Object.Prediction.Delegating.ReplicateUserLogicDelegate<T> del
RingBuffer<T> replicatesHistory
Channel channel
Type Parameters
Name Description
T

Reset()

Declaration
protected virtual void Reset()

ResetState(Boolean)

Resets this NetworkBehaviour so that it may be added to an object pool.

Declaration
public virtual void ResetState(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)

Sends a RPC to server.

Declaration
protected void SendServerRpc(uint hash, PooledWriter methodWriter, Channel channel, DataOrderType orderType)
Parameters
Type Name Description
System.UInt32 hash
PooledWriter methodWriter
Channel channel
DataOrderType orderType

SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)

Sends a RPC to target.

Declaration
protected void SendTargetRpc(uint hash, PooledWriter methodWriter, Channel channel, DataOrderType orderType, NetworkConnection target, bool excludeServer, bool validateTarget = true)
Parameters
Type Name Description
System.UInt32 hash
PooledWriter methodWriter
Channel channel
DataOrderType orderType
NetworkConnection target
System.Boolean excludeServer
System.Boolean validateTarget

Spawn(NetworkObject, NetworkConnection, Scene)

Spawns an object over the network. Can only be called on the server.

Declaration
public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null, Scene scene = default(Scene))
Parameters
Type Name Description
NetworkObject nob

GameObject instance to spawn.

NetworkConnection ownerConnection

Connection to give ownership to.

UnityEngine.SceneManagement.Scene scene

Spawn(GameObject, NetworkConnection, Scene)

Spawns an object over the network. Can only be called on the server.

Declaration
public void Spawn(GameObject go, NetworkConnection ownerConnection = null, Scene scene = default(Scene))
Parameters
Type Name Description
UnityEngine.GameObject go

GameObject instance to spawn.

NetworkConnection ownerConnection

Connection to give ownership to.

UnityEngine.SceneManagement.Scene scene

ToString()

Outputs data about this NetworkBehaviour to string.

Declaration
public override string ToString()
Returns
Type Description
System.String
Overrides
UnityEngine.Object.ToString()

TryRegisterInstance<T>(T)

Tries to registers a new component to this NetworkManager. This will not register the instance if another already exists.

Declaration
public bool TryRegisterInstance<T>(T component)
    where T : Component
Parameters
Type Name Description
T component

Reference of the component being registered.

Returns
Type Description
System.Boolean

True if was able to register, false if an instance is already registered.

Type Parameters
Name Description
T

Type to register.

UnregisterInstance<T>()

Unregisters a component from this NetworkManager.

Declaration
public void UnregisterInstance<T>()
    where T : Component
Type Parameters
Name Description
T

Type to unregister.

UnregisterInvokeOnInstance<T>(Action<Component>)

Removes an action to be invoked when a specified component becomes registered.

Declaration
public void UnregisterInvokeOnInstance<T>(Action<Component> handler)
    where T : Component
Parameters
Type Name Description
System.Action<UnityEngine.Component> handler

Action to invoke.

Type Parameters
Name Description
T

Component type.

WritePayload(NetworkConnection, Writer)

Called when writing a spawn. This may be used to deliver information for predicted spawning, or simply have values set before initialization without depending on SyncTypes.

Declaration
public virtual void WritePayload(NetworkConnection connection, Writer writer)
Parameters
Type Name Description
NetworkConnection connection

Connection receiving the payload. When sending to the server connection.IsValid will return false.

Writer writer

Delegate NetworkObject.HostVisibilityUpdatedDelegate

Delegate NetworkObject.HostVisibilityUpdatedDelegate

Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public delegate void HostVisibilityUpdatedDelegate(bool prevVisible, bool nextVisible);
Parameters
Type Name Description
System.Boolean prevVisible

True if clientHost was known to have visibility of the object prior to this invoking.

System.Boolean nextVisible

True if the clientHost now has visibility of the object.


Class NetworkObject

Class NetworkObject

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkObject
Implements
IOrderable
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
public class NetworkObject : MonoBehaviour, IOrderable

Fields

NetworkBehaviours

Current Networkbehaviours.

Declaration
[HideInInspector]
public List<NetworkBehaviour> NetworkBehaviours
Field Value
Type Description
System.Collections.Generic.List<NetworkBehaviour>

NetworkObserver

NetworkObserver on this object.

Declaration
[HideInInspector]
public NetworkObserver NetworkObserver
Field Value
Type Description
NetworkObserver

Observers

Clients which can see and get messages from this NetworkObject.

Declaration
[HideInInspector]
public HashSet<NetworkConnection> Observers
Field Value
Type Description
System.Collections.Generic.HashSet<NetworkConnection>

UNSET_OBJECTID_VALUE

Value used when the ObjectId has not been set.

Declaration
public const int UNSET_OBJECTID_VALUE = 65535
Field Value
Type Description
System.Int32

UNSET_PREFABID_VALUE

Value used when the PrefabId has not been set.

Declaration
public const int UNSET_PREFABID_VALUE = 65535
Field Value
Type Description
System.Int32

UNSET_SCENEID_VALUE

Value used when the ObjectId has not been set.

Declaration
public const int UNSET_SCENEID_VALUE = 0
Field Value
Type Description
System.Int32

Properties

AssetPathHash

Hash for the path which this asset resides. This value is set during edit time.

Declaration
public ulong AssetPathHash { get; }
Property Value
Type Description
System.UInt64

ClientManager

ClientManager for this object.

Declaration
public ClientManager ClientManager { get; }
Property Value
Type Description
ClientManager

ComponentIndex

ComponentIndex for this NetworkBehaviour.

Declaration
public byte ComponentIndex { get; }
Property Value
Type Description
System.Byte

EnablePrediction

True if this object uses prediciton methods.

Declaration
public bool EnablePrediction { get; }
Property Value
Type Description
System.Boolean

EnableStateForwarding

True to forward replicate and reconcile states to all clients. This is ideal with games where you want all clients and server to run the same inputs. False to only use prediction on the owner, and synchronize to spectators using other means such as a NetworkTransform.

Declaration
public bool EnableStateForwarding { get; }
Property Value
Type Description
System.Boolean

HasAuthority

True if IsOwner, or if IsServerInitialized with no Owner.

Declaration
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use (base.Owner.IsLocalClient || (base.IsServerInitialized && !Owner.Isvalid) instead.")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
public bool HasAuthority { get; }
Property Value
Type Description
System.Boolean

InitializedNestedNetworkObjects

Nested NetworkObjects that existed during initialization.

Declaration
public List<NetworkObject> InitializedNestedNetworkObjects { get; }
Property Value
Type Description
System.Collections.Generic.List<NetworkObject>
Remarks

This API is for internal use and may change at any time.

InitializedParentNetworkBehaviour

NetworkBehaviour on the root of a NetworkObject parenting this instance. Value will be null if there was no parent during serialization.

Declaration
public NetworkBehaviour InitializedParentNetworkBehaviour { get; }
Property Value
Type Description
NetworkBehaviour
Remarks

This API is for internal use and may change at any time.

IsClient

Declaration
[Obsolete("Use IsClientInitialized. Note the difference between IsClientInitialized and IsClientStarted.")]
public bool IsClient { get; }
Property Value
Type Description
System.Boolean

IsClientInitialized

True if this object has been initialized on the client side. This is set true right before client start callbacks and after stop callbacks.

Declaration
public bool IsClientInitialized { get; }
Property Value
Type Description
System.Boolean

IsClientOnly

Declaration
[Obsolete("Use IsClientOnlyInitialized. Note the difference between IsClientOnlyInitialized and IsClientOnlyStarted.")]
public bool IsClientOnly { get; }
Property Value
Type Description
System.Boolean

IsClientOnlyInitialized

True if this object has been initialized only on the server side. This is set true right before server start callbacks and after stop callbacks.

Declaration
public bool IsClientOnlyInitialized { get; }
Property Value
Type Description
System.Boolean

IsClientOnlyStarted

True if only the client is started and authenticated.

Declaration
public bool IsClientOnlyStarted { get; }
Property Value
Type Description
System.Boolean

IsClientStarted

True if the client is started and authenticated. This will return true on clientHost even if the object has not initialized yet for the client. To check if this object has been initialized for the client use IsClientInitialized.

Declaration
public bool IsClientStarted { get; }
Property Value
Type Description
System.Boolean

IsGlobal

True to make this object global, and added to the DontDestroyOnLoad scene. This value may only be set for instantiated objects, and can be changed if done immediately after instantiating.

Declaration
public bool IsGlobal { get; }
Property Value
Type Description
System.Boolean

IsHost

Declaration
[Obsolete("Use IsHostInitialized. Note the difference between IsHostInitialized and IsHostStarted.")]
public bool IsHost { get; }
Property Value
Type Description
System.Boolean

IsHostInitialized

True if this object has been initialized on the server and client side.

Declaration
public bool IsHostInitialized { get; }
Property Value
Type Description
System.Boolean

IsHostStarted

True if client and server are started.

Declaration
public bool IsHostStarted { get; }
Property Value
Type Description
System.Boolean

IsManagerReconciling

True if a reconcile is occuring on the PredictionManager. Note the difference between this and IsBehaviourReconciling.

Declaration
public bool IsManagerReconciling { get; }
Property Value
Type Description
System.Boolean

IsNested

True if this object is nested. This value is automatically applied for prefabs and scene objects during serialization. However, if changing parents at runtime use NetworkObject.SetParent().

Declaration
public bool IsNested { get; }
Property Value
Type Description
System.Boolean

IsNetworked

True if the object will always initialize as a networked object. When false the object will not automatically initialize over the network. Using Spawn() on an object will always set that instance as networked. To check if server or client has been initialized on this object use IsXYZInitialized.

Declaration
public bool IsNetworked { get; }
Property Value
Type Description
System.Boolean

IsObjectReconciling

True if a reconcile is occuring on any NetworkBehaviour that is on or nested of this NetworkObject. Runtime NetworkBehaviours are not included, such as if you child a NetworkObject to another at runtime.

Declaration
public bool IsObjectReconciling { get; }
Property Value
Type Description
System.Boolean

IsOffline

True if client nor server are started.

Declaration
public bool IsOffline { get; }
Property Value
Type Description
System.Boolean

IsOwner

True if the local client is the owner of this object. This will only return true if IsClientInitialized is also true. You may check ownership status regardless of client initialized state by using Owner.IsLocalClient.

Declaration
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use base.Owner.IsLocalClient instead.")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
public bool IsOwner { get; }
Property Value
Type Description
System.Boolean

IsOwnerOrServer

True if IsOwner, or if IsServerInitialized with no Owner.

Declaration
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use (base.Owner.IsLocalClient || (base.IsServerInitialized && !Owner.Isvalid) instead.")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
public bool IsOwnerOrServer { get; }
Property Value
Type Description
System.Boolean

IsSceneObject

Returns if this object was placed in the scene during edit-time.

Declaration
public bool IsSceneObject { get; }
Property Value
Type Description
System.Boolean

IsServer

Declaration
[Obsolete("Use IsServerInitialized. Note the difference between IsServerInitialized and IsServerStarted.")]
public bool IsServer { get; }
Property Value
Type Description
System.Boolean

IsServerInitialized

True if this object has been initialized on the server side. This is set true right before server start callbacks and after stop callbacks.

Declaration
public bool IsServerInitialized { get; }
Property Value
Type Description
System.Boolean

IsServerOnly

Declaration
[Obsolete("Use IsServerOnlyInitialized. Note the difference between IsServerOnlyInitialized and IsServerOnlyStarted.")]
public bool IsServerOnly { get; }
Property Value
Type Description
System.Boolean

IsServerOnlyInitialized

True if this object has been initialized only on the server side. This is set true right before server start callbacks and after stop callbacks.

Declaration
public bool IsServerOnlyInitialized { get; }
Property Value
Type Description
System.Boolean

IsServerOnlyStarted

True if only the server is started.

Declaration
public bool IsServerOnlyStarted { get; }
Property Value
Type Description
System.Boolean

IsServerStarted

True if the server is active. This will return true on clientHost even if the object is being deinitialized on the server. To check if this object has been initialized for the server use IsServerInitialized.

Declaration
public bool IsServerStarted { get; }
Property Value
Type Description
System.Boolean

IsSpawnable

True if the object can be spawned at runtime; this is generally false for scene prefabs you do not spawn.

Declaration
public bool IsSpawnable { get; }
Property Value
Type Description
System.Boolean

IsSpawned

True if the object is initialized for the network.

Declaration
public bool IsSpawned { get; }
Property Value
Type Description
System.Boolean

LocalConnection

The local connection of the client calling this method.

Declaration
public NetworkConnection LocalConnection { get; }
Property Value
Type Description
NetworkConnection

NetworkManager

NetworkManager for this object.

Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

ObjectId

Unique Id for this NetworkObject. This does not represent the object owner.

Declaration
public int ObjectId { get; }
Property Value
Type Description
System.Int32

ObserverManager

ObserverManager for this object.

Declaration
public ObserverManager ObserverManager { get; }
Property Value
Type Description
ObserverManager

Order

This is for internal use. Returns the order to initialize the object.

Declaration
public int Order { get; }
Property Value
Type Description
System.Int32

Owner

Owner of this object.

Declaration
public NetworkConnection Owner { get; }
Property Value
Type Description
NetworkConnection

OwnerId

ClientId for this NetworkObject owner.

Declaration
public int OwnerId { get; }
Property Value
Type Description
System.Int32

PredictedOwner

PredictedOwner component on this object. Will be null if not added manually.

Declaration
public PredictedOwner PredictedOwner { get; }
Property Value
Type Description
PredictedOwner

PredictedSpawn

PredictedSpawn component on this object. Will be null if not added manually.

Declaration
public PredictedSpawn PredictedSpawn { get; }
Property Value
Type Description
PredictedSpawn

PredictedSpawner

NetworkConnection which predicted spawned this object.

Declaration
public NetworkConnection PredictedSpawner { get; }
Property Value
Type Description
NetworkConnection

PredictionManager

PredictionManager for this object.

Declaration
public PredictionManager PredictionManager { get; }
Property Value
Type Description
PredictionManager

PredictionSmoother

Graphical smoother to use when using set for owner.

Declaration
public ChildTransformTickSmoother PredictionSmoother { get; }
Property Value
Type Description
ChildTransformTickSmoother

PrefabId

Networked PrefabId assigned to this Prefab.

Declaration
public ushort PrefabId { get; }
Property Value
Type Description
System.UInt16

RigidbodyPauser

Pauses and unpauses rigidbodies when they do not have data to reconcile to.

Declaration
public RigidbodyPauser RigidbodyPauser { get; }
Property Value
Type Description
RigidbodyPauser

RollbackManager

RollbackManager for this object.

Declaration
public RollbackManager RollbackManager { get; }
Property Value
Type Description
RollbackManager

RuntimeChildNetworkBehaviours

NetworkObjects which are made child at runtime using NetworkObject.SetParent. This is exposed only for low-level use and may change without notice.

Declaration
[HideInInspector]
public List<NetworkBehaviour> RuntimeChildNetworkBehaviours { get; }
Property Value
Type Description
System.Collections.Generic.List<NetworkBehaviour>

RuntimeParentNetworkBehaviour

NetworkBehaviour parenting this object when set at runtime using NetworkObject/NetworkBehaviour.SetParent. This is exposed only for low-level use and may change without notice.

Declaration
[HideInInspector]
public NetworkBehaviour RuntimeParentNetworkBehaviour { get; }
Property Value
Type Description
NetworkBehaviour

SceneManager

SceneManager for this object.

Declaration
public SceneManager SceneManager { get; }
Property Value
Type Description
SceneManager

ServerManager

ServerManager for this object.

Declaration
public ServerManager ServerManager { get; }
Property Value
Type Description
ServerManager

SpawnableCollectionId

Spawn collection to use assigned to this Prefab.

Declaration
public ushort SpawnableCollectionId { get; }
Property Value
Type Description
System.UInt16

TimeManager

TimeManager for this object.

Declaration
public TimeManager TimeManager { get; }
Property Value
Type Description
TimeManager

TransportManager

TransportManager for this object.

Declaration
public TransportManager TransportManager { get; }
Property Value
Type Description
TransportManager

Methods

Awake()

Declaration
protected virtual void Awake()

Broadcast<T>(T, Boolean, Channel)

Sends a broadcast to Observers on this NetworkObject.

Declaration
public void Broadcast<T>(T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
    where T : struct, IBroadcast
Parameters
Type Name Description
T message

Broadcast data being sent; for example: an instance of your broadcast type.

System.Boolean requireAuthenticated

True if the client must be authenticated for this broadcast to send.

Channel channel

Channel to send on.

Type Parameters
Name Description
T

Type of broadcast to send.

Despawn(NetworkObject, Nullable<DespawnType>)

Despawns a NetworkObject. Only call from the server.

Declaration
public void Despawn(NetworkObject nob, DespawnType? despawnType = null)
Parameters
Type Name Description
NetworkObject nob

NetworkObject to despawn.

System.Nullable<DespawnType> despawnType

What happens to the object after being despawned.

Despawn(Nullable<DespawnType>)

Despawns this NetworkObject. Only call from the server.

Declaration
public void Despawn(DespawnType? despawnType = null)
Parameters
Type Name Description
System.Nullable<DespawnType> despawnType

What happens to the object after being despawned.

Despawn(GameObject, Nullable<DespawnType>)

Despawns a GameObject. Only call from the server.

Declaration
public void Despawn(GameObject go, DespawnType? despawnType = null)
Parameters
Type Name Description
UnityEngine.GameObject go

GameObject to despawn.

System.Nullable<DespawnType> despawnType

What happens to the object after being despawned.

GetDefaultDespawnType()

True to use configured ObjectPool rather than destroy this NetworkObject when being despawned. Scene objects are never destroyed.

Declaration
public DespawnType GetDefaultDespawnType()
Returns
Type Description
DespawnType

GetGraphicalObject()

Gets the current graphical object for prediction.

Declaration
public Transform GetGraphicalObject()
Returns
Type Description
UnityEngine.Transform

GetInitializeOrder()

Order to initialize this object's callbacks when spawned with other NetworkObjects in the same tick. Default value is 0, negative values will execute callbacks first.

Declaration
public sbyte GetInitializeOrder()
Returns
Type Description
System.SByte

GetInstance<T>()

Returns class of type if found within CodegenBase classes.

Declaration
public T GetInstance<T>()
    where T : Component
Returns
Type Description
T
Type Parameters
Name Description
T

GetNetworkBehaviour(Byte, Boolean)

Returns a NetworkBehaviour on this NetworkObject.

Declaration
public NetworkBehaviour GetNetworkBehaviour(byte componentIndex, bool error)
Parameters
Type Name Description
System.Byte componentIndex

ComponentIndex of the NetworkBehaviour.

System.Boolean error

True to error if not found.

Returns
Type Description
NetworkBehaviour

GiveOwnership(NetworkConnection)

Gives ownership to newOwner.

Declaration
public void GiveOwnership(NetworkConnection newOwner)
Parameters
Type Name Description
NetworkConnection newOwner

GiveOwnership(NetworkConnection, Boolean)

Gives ownership to newOwner.

Declaration
public void GiveOwnership(NetworkConnection newOwner, bool asServer)
Parameters
Type Name Description
NetworkConnection newOwner
System.Boolean asServer

HasInstance<T>()

Returns if an instance exists for type.

Declaration
public bool HasInstance<T>()
    where T : Component
Returns
Type Description
System.Boolean
Type Parameters
Name Description
T

RegisterInstance<T>(T, Boolean)

Registers a new component to this NetworkManager.

Declaration
public void RegisterInstance<T>(T component, bool replace = true)
    where T : Component
Parameters
Type Name Description
T component

Reference of the component being registered.

System.Boolean replace

True to replace existing references.

Type Parameters
Name Description
T

Type to register.

RegisterInvokeOnInstance<T>(Action<Component>)

Invokes an action when a specified component becomes registered. Action will invoke immediately if already registered.

Declaration
public void RegisterInvokeOnInstance<T>(Action<Component> handler)
    where T : Component
Parameters
Type Name Description
System.Action<UnityEngine.Component> handler

Action to invoke.

Type Parameters
Name Description
T

Component type.

RemoveOwnership(Boolean)

Removes ownership from all clients.

Declaration
public void RemoveOwnership(bool includeNested = false)
Parameters
Type Name Description
System.Boolean includeNested

ResetState(Boolean)

Resets the state of this NetworkObject. This is used internally and typically with custom object pooling.

Declaration
public void ResetState(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

SetAssetPathHash(UInt64)

Sets AssetPathhash value.

Declaration
public void SetAssetPathHash(ulong value)
Parameters
Type Name Description
System.UInt64 value

Value to use.

SetDefaultDespawnType(DespawnType)

Sets DespawnType value.

Declaration
public void SetDefaultDespawnType(DespawnType despawnType)
Parameters
Type Name Description
DespawnType despawnType

Default despawn type for this NetworkObject.

SetGraphicalObject(Transform)

Sets a new graphical object for prediction.

Declaration
public void SetGraphicalObject(Transform t)
Parameters
Type Name Description
UnityEngine.Transform t

SetIsGlobal(Boolean)

Sets IsGlobal value.

Declaration
public void SetIsGlobal(bool value)
Parameters
Type Name Description
System.Boolean value

New global value.

SetIsNetworked(Boolean)

Sets IsNetworked value. This method must be called before Start.

Declaration
public void SetIsNetworked(bool value)
Parameters
Type Name Description
System.Boolean value

New IsNetworked value.

SetLocalOwnership(NetworkConnection)

Declaration
[Obsolete("Use SetLocalOwnership(NetworkConnection, bool).")]
public void SetLocalOwnership(NetworkConnection caller)
Parameters
Type Name Description
NetworkConnection caller

SetLocalOwnership(NetworkConnection, Boolean)

Takes ownership of this object and child network objects, allowing immediate control.

Declaration
public void SetLocalOwnership(NetworkConnection caller, bool includeNested)
Parameters
Type Name Description
NetworkConnection caller

Connection to give ownership to.

System.Boolean includeNested

SetParent(NetworkBehaviour)

Sets this NetworkObject as a child of another at runtime.

Declaration
public void SetParent(NetworkBehaviour nb)
Parameters
Type Name Description
NetworkBehaviour nb

NetworkBehaviour to use as root. Use null to remove parenting.

SetParent(NetworkObject)

Sets this NetworkObject as a child of another at runtime.

Declaration
public void SetParent(NetworkObject nob)
Parameters
Type Name Description
NetworkObject nob

NetworkObject to use as root. Use null to remove parenting.

SetRenderersVisible(Boolean, Boolean)

Sets the renderer visibility for clientHost.

Declaration
public void SetRenderersVisible(bool visible, bool force = false)
Parameters
Type Name Description
System.Boolean visible

True if renderers are to be visibile.

System.Boolean force

True to skip blocking checks.

SetSceneId(UInt64)

Sets SceneId value. This is not synchronized automatically.

Declaration
public void SetSceneId(ulong sceneId)
Parameters
Type Name Description
System.UInt64 sceneId

Spawn(NetworkObject, NetworkConnection, Scene)

Spawns an object over the network. Only call from the server.

Declaration
public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null, Scene scene = default(Scene))
Parameters
Type Name Description
NetworkObject nob
NetworkConnection ownerConnection
UnityEngine.SceneManagement.Scene scene

Spawn(GameObject, NetworkConnection, Scene)

Spawns an object over the network. Only call from the server.

Declaration
public void Spawn(GameObject go, NetworkConnection ownerConnection = null, Scene scene = default(Scene))
Parameters
Type Name Description
UnityEngine.GameObject go
NetworkConnection ownerConnection
UnityEngine.SceneManagement.Scene scene

Start()

Declaration
protected virtual void Start()

ToString()

Outputs data about this NetworkObject to string.

Declaration
public override string ToString()
Returns
Type Description
System.String
Overrides
UnityEngine.Object.ToString()

TryGetInstance<T>(out T)

Returns class of type from registered instances.

Declaration
public bool TryGetInstance<T>(out T component)
    where T : Component
Parameters
Type Name Description
T component

Outputted component.

Returns
Type Description
System.Boolean

True if was able to get instance.

Type Parameters
Name Description
T

Type to get.

TryRegisterInstance<T>(T)

Tries to registers a new component to this NetworkManager. This will not register the instance if another already exists.

Declaration
public bool TryRegisterInstance<T>(T component)
    where T : Component
Parameters
Type Name Description
T component

Reference of the component being registered.

Returns
Type Description
System.Boolean

True if was able to register, false if an instance is already registered.

Type Parameters
Name Description
T

Type to register.

UnregisterInstance<T>()

Unregisters a component from this NetworkManager.

Declaration
public void UnregisterInstance<T>()
    where T : Component
Type Parameters
Name Description
T

Type to unregister.

UnregisterInvokeOnInstance<T>(Action<Component>)

Removes an action to be invoked when a specified component becomes registered.

Declaration
public void UnregisterInvokeOnInstance<T>(Action<Component> handler)
    where T : Component
Parameters
Type Name Description
System.Action<UnityEngine.Component> handler

Action to invoke.

Type Parameters
Name Description
T

Component type.

UnsetParent()

Unsets this NetworkObject's parent at runtime.

Declaration
public void UnsetParent()

UpdateRenderers(Boolean)

Updates cached renderers used to managing clientHost visibility.

Declaration
public void UpdateRenderers(bool updateVisibility = true)
Parameters
Type Name Description
System.Boolean updateVisibility

True to also update visibility if clientHost.

Events

OnHostVisibilityUpdated

Called when the clientHost gains or loses visibility of this object. Boolean value will be true if clientHost has visibility.

Declaration
public event NetworkObject.HostVisibilityUpdatedDelegate OnHostVisibilityUpdated
Event Type
Type Description
NetworkObject.HostVisibilityUpdatedDelegate

OnObserversActive

Called when this NetworkObject losses all observers or gains observers while previously having none.

Declaration
public event Action<NetworkObject> OnObserversActive
Event Type
Type Description
System.Action<NetworkObject>

Implements

IOrderable

Class NetworkObjectIdComparer

Class NetworkObjectIdComparer

Inheritance
System.Object
NetworkObjectIdComparer
Implements
System.Collections.Generic.IEqualityComparer<NetworkObject>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public class NetworkObjectIdComparer : IEqualityComparer<NetworkObject>

Methods

Equals(NetworkObject, NetworkObject)

Declaration
public bool Equals(NetworkObject valueA, NetworkObject valueB)
Parameters
Type Name Description
NetworkObject valueA
NetworkObject valueB
Returns
Type Description
System.Boolean

GetHashCode(NetworkObject)

Declaration
public int GetHashCode(NetworkObject obj)
Parameters
Type Name Description
NetworkObject obj
Returns
Type Description
System.Int32

Implements

System.Collections.Generic.IEqualityComparer<T>

Class NetworkPreserveOwnedObjects

Class NetworkPreserveOwnedObjects

Place this component on NetworkObjects you wish to remove ownership on for a disconnecting owner. This prevents the object from being despawned when the owner disconnects.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkPreserveOwnedObjects
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.ResetState(Boolean)
NetworkBehaviour.CanLog(LoggingType)
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.HasAuthority
NetworkBehaviour.IsOwnerOrServer
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(NetworkObject, Nullable<DespawnType>)
NetworkBehaviour.Despawn(Nullable<DespawnType>)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GiveOwnership(NetworkConnection, Boolean)
NetworkBehaviour.RegisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.UnregisterInvokeOnInstance<T>(Action<Component>)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.RegisterInstance<T>(T, Boolean)
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.SendServerRpc(UInt32, PooledWriter, Channel, DataOrderType)
NetworkBehaviour.SendTargetRpc(UInt32, PooledWriter, Channel, DataOrderType, NetworkConnection, Boolean, Boolean)
NetworkBehaviour.WritePayload(NetworkConnection, Writer)
NetworkBehaviour.ReadPayload(NetworkConnection, Reader)
NetworkBehaviour.OnStartNetwork()
NetworkBehaviour.OnStopNetwork()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnStartClient()
NetworkBehaviour.OnStopClient()
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.Replicate_Replay<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_Authoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.Replicate_Replay_NonAuthoritative<T>(UInt32, ReplicateUserLogicDelegate<T>, RingBuffer<T>, Channel)
NetworkBehaviour.EmptyReplicatesQueueIntoHistory_Start()
NetworkBehaviour.EmptyReplicatesQueueIntoHistory<T>(BasicQueue<T>, RingBuffer<T>)
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Server<T>(UInt32, T, T, Channel)
NetworkBehaviour.Reconcile_Client_Start()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, T, Channel)
NetworkBehaviour.Reconcile_Reader_Local<T>(UInt32, PooledReader)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public class NetworkPreserveOwnedObjects : NetworkBehaviour

Methods

OnStartServer()

Declaration
public override void OnStartServer()
Overrides
NetworkBehaviour.OnStartServer()

OnStopServer()

Declaration
public override void OnStopServer()
Overrides
NetworkBehaviour.OnStopServer()

Class ObserversRpcAttribute

Class ObserversRpcAttribute

ObserversRpc methods will send messages to all observers.

Inheritance
System.Object
System.Attribute
ObserversRpcAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
RpcAttribute.RunLocally
RpcAttribute.DataLength
RpcAttribute.OrderType
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ObserversRpcAttribute : RpcAttribute, _Attribute

Fields

BufferLast

True to buffer the last value and send it to new players when the object is spawned for them. RPC will be sent on the same channel as the original RPC, and immediately before the OnSpawnServer override.

Declaration
public bool BufferLast
Field Value
Type Description
System.Boolean

ExcludeOwner

True to exclude the owner from receiving this RPC.

Declaration
public bool ExcludeOwner
Field Value
Type Description
System.Boolean

ExcludeServer

True to prevent the connection from receiving this Rpc if they are also server.

Declaration
public bool ExcludeServer
Field Value
Type Description
System.Boolean

Logging

Type of logging to use when the IsServer check fails.

Declaration
public LoggingType Logging
Field Value
Type Description
LoggingType

Implements

System.Runtime.InteropServices._Attribute

Enum AdaptiveInterpolationType

Enum AdaptiveInterpolationType

Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public enum AdaptiveInterpolationType

Fields

Name Description
ExtremelyLow

Visual disturbances caused by desynchronization are definite without predicting future states.

High

Visual disturbances caused by desynchronization are very unlikely. Graphics are using a generous amount interpolation.

Low

Visual disturbances caused by desynchronization are still possible but less likely.

Moderate

Visual disturbances caused by desynchronization are likely without predicting a small amount of future states.

Off

Adaptive interpolation is disabled. An exact interpolation value is used.

VeryHigh

Visual disturbances caused by desynchronization are extremely unlikely. Graphics are using a generous amount interpolation.

VeryLow

Visual disturbances caused by desynchronization are likely without predicting future states.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class ChildTransformTickSmoother

Class ChildTransformTickSmoother

This class is under regular development and it's API may change at any time.

Inheritance
System.Object
ChildTransformTickSmoother
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public sealed class ChildTransformTickSmoother : IResettable

Constructors

ChildTransformTickSmoother()

Declaration
[Preserve]
public ChildTransformTickSmoother()

Methods

Deinitialize()

Deinitializes this smoother resetting values.

Declaration
public void Deinitialize()

Finalize()

Declaration
protected void Finalize()

Initialize(Transform, Transform, Boolean, Single, Single, Byte, TransformPropertiesFlag)

Initializes this smoother non-networked use.

Declaration
public void Initialize(Transform rootTransform, Transform graphicalObject, bool detach, float teleportDistance, float tickDelta, byte ownerInterpolation, TransformPropertiesFlag ownerSmoothedProperties)
Parameters
Type Name Description
UnityEngine.Transform rootTransform
UnityEngine.Transform graphicalObject
System.Boolean detach
System.Single teleportDistance
System.Single tickDelta
System.Byte ownerInterpolation
TransformPropertiesFlag ownerSmoothedProperties

InitializeNetworked(NetworkObject, Transform, Boolean, Single, Single, Byte, TransformPropertiesFlag, Byte, TransformPropertiesFlag, AdaptiveInterpolationType)

Initializes this smoother for owner and spectator. This should only occur once.

Declaration
public void InitializeNetworked(NetworkObject nob, Transform graphicalObject, bool detach, float teleportDistance, float tickDelta, byte ownerInterpolation, TransformPropertiesFlag ownerSmoothedProperties, byte spectatorInterpolation, TransformPropertiesFlag specatorSmoothedProperties, AdaptiveInterpolationType adaptiveInterpolation)
Parameters
Type Name Description
NetworkObject nob
UnityEngine.Transform graphicalObject
System.Boolean detach
System.Single teleportDistance
System.Single tickDelta
System.Byte ownerInterpolation
TransformPropertiesFlag ownerSmoothedProperties
System.Byte spectatorInterpolation
TransformPropertiesFlag specatorSmoothedProperties
AdaptiveInterpolationType adaptiveInterpolation

InitializeState()

Declaration
public void InitializeState()

OnPostReplay(UInt32)

Called when the TimeManager invokes OnPostReplay.

Declaration
public void OnPostReplay(uint clientTick)
Parameters
Type Name Description
System.UInt32 clientTick

Replay tick for the local client.

OnPostTick(UInt32)

Called when TimeManager invokes OnPostTick.

Declaration
public void OnPostTick(uint clientTick)
Parameters
Type Name Description
System.UInt32 clientTick

Local tick of the client.

OnPreReconcile()

Called when the PredictionManager invokes OnPreReconcile.

Declaration
public void OnPreReconcile()

OnPreTick()

Called when the TimeManager invokes OnPreTick.

Declaration
public void OnPreTick()

ResetState()

Declaration
public void ResetState()

SetAdaptiveInterpolation(AdaptiveInterpolationType)

Updates the adaptiveInterpolation value.

Declaration
public void SetAdaptiveInterpolation(AdaptiveInterpolationType adaptiveInterpolation)
Parameters
Type Name Description
AdaptiveInterpolationType adaptiveInterpolation

New value.

SetSmoothedProperties(TransformPropertiesFlag, Boolean)

Updates the smoothedProperties value.

Declaration
public void SetSmoothedProperties(TransformPropertiesFlag value, bool forSpectator)
Parameters
Type Name Description
TransformPropertiesFlag value

New value.

System.Boolean forSpectator

True if updating values for the spectator, false if updating for owner.

SetSpectatorInterpolation(Byte, Boolean)

Sets the spectator interpolation value.

Declaration
public void SetSpectatorInterpolation(byte value, bool disableAdaptiveInterpolation = true)
Parameters
Type Name Description
System.Byte value

New value.

System.Boolean disableAdaptiveInterpolation

True to also disable adaptive interpolation to use this new value.

Teleport()

Teleports the graphical to it's starting position and clears the internal movement queue.

Declaration
public void Teleport()

Implements

IResettable

Interface IReconcileData

Interface IReconcileData

Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public interface IReconcileData

Methods

Dispose()

Allows for any cleanup when the data is being discarded.

Declaration
void Dispose()

GetTick()

Local tick when the data was created.

Declaration
uint GetTick()
Returns
Type Description
System.UInt32

SetTick(UInt32)

Sets the local tick when data was created.

Declaration
void SetTick(uint value)
Parameters
Type Name Description
System.UInt32 value

Interface IReplicateData

Interface IReplicateData

Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public interface IReplicateData

Methods

Dispose()

Allows for any cleanup when the data is being discarded.

Declaration
void Dispose()

GetTick()

Local tick when the data was created.

Declaration
uint GetTick()
Returns
Type Description
System.UInt32

SetTick(UInt32)

Sets the local tick when data was created.

Declaration
void SetTick(uint value)
Parameters
Type Name Description
System.UInt32 value

Struct PredictionRigidbody.AllForceData

Struct PredictionRigidbody.AllForceData

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public struct AllForceData

Constructors

AllForceData(Single, Vector3, Single, Single, ForceMode)

Used for Explosive.

Declaration
public AllForceData(float force, Vector3 position, float radius, float upwardsModifier, ForceMode mode)
Parameters
Type Name Description
System.Single force
UnityEngine.Vector3 position
System.Single radius
System.Single upwardsModifier
UnityEngine.ForceMode mode

AllForceData(Vector3, ForceMode)

Used for Force and Torque.

Declaration
public AllForceData(Vector3 force, ForceMode mode)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.ForceMode mode

AllForceData(Vector3, Vector3, ForceMode)

Used for Position.

Declaration
public AllForceData(Vector3 force, Vector3 position, ForceMode mode)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.Vector3 position
UnityEngine.ForceMode mode

Fields

FloatForce

Declaration
public float FloatForce
Field Value
Type Description
System.Single

Mode

Declaration
public ForceMode Mode
Field Value
Type Description
UnityEngine.ForceMode

Position

Declaration
public Vector3 Position
Field Value
Type Description
UnityEngine.Vector3

Radius

Declaration
public float Radius
Field Value
Type Description
System.Single

UpwardsModifier

Declaration
public float UpwardsModifier
Field Value
Type Description
System.Single

Vector3Force

Declaration
public Vector3 Vector3Force
Field Value
Type Description
UnityEngine.Vector3

Struct PredictionRigidbody.EntryData

Struct PredictionRigidbody.EntryData

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public struct EntryData

Constructors

EntryData(PredictionRigidbody.EntryData)

Declaration
public EntryData(PredictionRigidbody.EntryData fd)
Parameters
Type Name Description
PredictionRigidbody.EntryData fd

EntryData(PredictionRigidbody.ForceApplicationType, PredictionRigidbody.AllForceData)

Declaration
public EntryData(PredictionRigidbody.ForceApplicationType type, PredictionRigidbody.AllForceData data)
Parameters
Type Name Description
PredictionRigidbody.ForceApplicationType type
PredictionRigidbody.AllForceData data

Fields

Data

Declaration
public PredictionRigidbody.AllForceData Data
Field Value
Type Description
PredictionRigidbody.AllForceData

Type

Declaration
public PredictionRigidbody.ForceApplicationType Type
Field Value
Type Description
PredictionRigidbody.ForceApplicationType

Enum PredictionRigidbody.ForceApplicationType

Enum PredictionRigidbody.ForceApplicationType

Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[Flags]
public enum ForceApplicationType : byte

Fields

Name Description
AddExplosiveForce
AddForce
AddForceAtPosition
AddRelativeForce
AddRelativeTorque
AddTorque

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Interface PredictionRigidbody.IForceData

Interface PredictionRigidbody.IForceData

Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public interface IForceData

Class PredictionRigidbody

Class PredictionRigidbody

Inheritance
System.Object
PredictionRigidbody
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[Preserve]
public class PredictionRigidbody : IResettable

Properties

HasPendingForces

Returns if there are any pending forces.

Declaration
public bool HasPendingForces { get; }
Property Value
Type Description
System.Boolean

Rigidbody

Rigidbody which force is applied.

Declaration
public Rigidbody Rigidbody { get; }
Property Value
Type Description
UnityEngine.Rigidbody

Methods

AddExplosiveForce(Single, Vector3, Single, Single, ForceMode)

Declaration
public void AddExplosiveForce(float force, Vector3 position, float radius, float upwardsModifier = 0F, ForceMode mode = ForceMode.Force)
Parameters
Type Name Description
System.Single force
UnityEngine.Vector3 position
System.Single radius
System.Single upwardsModifier
UnityEngine.ForceMode mode

AddForce(Vector3, ForceMode)

Adds Velocity force to the Rigidbody.

Declaration
public void AddForce(Vector3 force, ForceMode mode = ForceMode.Force)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.ForceMode mode

AddForceAtPosition(Vector3, Vector3, ForceMode)

Declaration
public void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode mode = ForceMode.Force)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.Vector3 position
UnityEngine.ForceMode mode

AddRelativeForce(Vector3, ForceMode)

Declaration
public void AddRelativeForce(Vector3 force, ForceMode mode = ForceMode.Force)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.ForceMode mode

AddRelativeTorque(Vector3, ForceMode)

Declaration
public void AddRelativeTorque(Vector3 force, ForceMode mode = ForceMode.Force)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.ForceMode mode

AddTorque(Vector3, ForceMode)

Declaration
public void AddTorque(Vector3 force, ForceMode mode = ForceMode.Force)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.ForceMode mode

AngularVelocity(Vector3)

Sets angularVelocity while clearning pending forces. Simulate should still be called normally.

Declaration
public void AngularVelocity(Vector3 force)
Parameters
Type Name Description
UnityEngine.Vector3 force

ClearPendingForces()

Clears pending velocity and angular velocity forces.

Declaration
public void ClearPendingForces()

ClearPendingForces(Boolean)

Manually clears pending forces.

Declaration
public void ClearPendingForces(bool velocity)
Parameters
Type Name Description
System.Boolean velocity

True to clear velocities, false to clear angular velocities.

Finalize()

Declaration
protected void Finalize()

GetPendingForces()

Returns current pending forces. Modifying this collection could cause undesirable results.

Declaration
public List<PredictionRigidbody.EntryData> GetPendingForces()
Returns
Type Description
System.Collections.Generic.List<PredictionRigidbody.EntryData>

Initialize(Rigidbody)

Rigidbody which force is applied.

Declaration
public void Initialize(Rigidbody rb)
Parameters
Type Name Description
UnityEngine.Rigidbody rb

InitializeState()

Declaration
public void InitializeState()

Reconcile(PredictionRigidbody)

Reconciles to a state.

Declaration
public void Reconcile(PredictionRigidbody pr)
Parameters
Type Name Description
PredictionRigidbody pr

ResetState()

Declaration
public void ResetState()

Simulate()

Applies pending forces to rigidbody in the order they were added.

Declaration
public void Simulate()

Velocity(Vector3)

Sets velocity while clearing pending forces. Simulate should still be called normally.

Declaration
public void Velocity(Vector3 force)
Parameters
Type Name Description
UnityEngine.Vector3 force

Implements

IResettable

Struct PredictionRigidbody2D.AllForceData

Struct PredictionRigidbody2D.AllForceData

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public struct AllForceData

Constructors

AllForceData(Single, ForceMode2D)

Declaration
public AllForceData(float force, ForceMode2D mode)
Parameters
Type Name Description
System.Single force
UnityEngine.ForceMode2D mode

AllForceData(Vector3, ForceMode2D)

Declaration
public AllForceData(Vector3 force, ForceMode2D mode)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.ForceMode2D mode

AllForceData(Vector3, Vector3, ForceMode2D)

Declaration
public AllForceData(Vector3 force, Vector3 position, ForceMode2D mode)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.Vector3 position
UnityEngine.ForceMode2D mode

Fields

FloatForce

Declaration
public float FloatForce
Field Value
Type Description
System.Single

Mode

Declaration
public ForceMode2D Mode
Field Value
Type Description
UnityEngine.ForceMode2D

Position

Declaration
public Vector3 Position
Field Value
Type Description
UnityEngine.Vector3

Vector3Force

Declaration
public Vector3 Vector3Force
Field Value
Type Description
UnityEngine.Vector3

Struct PredictionRigidbody2D.EntryData

Struct PredictionRigidbody2D.EntryData

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public struct EntryData

Constructors

EntryData(PredictionRigidbody2D.EntryData)

Declaration
public EntryData(PredictionRigidbody2D.EntryData fd)
Parameters
Type Name Description
PredictionRigidbody2D.EntryData fd

EntryData(PredictionRigidbody2D.ForceApplicationType, PredictionRigidbody2D.AllForceData)

Declaration
public EntryData(PredictionRigidbody2D.ForceApplicationType type, PredictionRigidbody2D.AllForceData data)
Parameters
Type Name Description
PredictionRigidbody2D.ForceApplicationType type
PredictionRigidbody2D.AllForceData data

Fields

Data

Declaration
public PredictionRigidbody2D.AllForceData Data
Field Value
Type Description
PredictionRigidbody2D.AllForceData

Type

Declaration
public PredictionRigidbody2D.ForceApplicationType Type
Field Value
Type Description
PredictionRigidbody2D.ForceApplicationType

Enum PredictionRigidbody2D.ForceApplicationType

Enum PredictionRigidbody2D.ForceApplicationType

Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[Flags]
public enum ForceApplicationType : byte

Fields

Name Description
AddForce
AddForceAtPosition
AddRelativeForce
AddTorque

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class PredictionRigidbody2D

Class PredictionRigidbody2D

Inheritance
System.Object
PredictionRigidbody2D
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[Preserve]
public class PredictionRigidbody2D : IResettable

Properties

HasPendingForces

Returns if there are any pending forces.

Declaration
public bool HasPendingForces { get; }
Property Value
Type Description
System.Boolean

Rigidbody2D

Rigidbody which force is applied.

Declaration
public Rigidbody2D Rigidbody2D { get; }
Property Value
Type Description
UnityEngine.Rigidbody2D

Methods

AddForce(Vector3, ForceMode2D)

Adds Velocity force to the Rigidbody.

Declaration
public void AddForce(Vector3 force, ForceMode2D mode = ForceMode2D.Force)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.ForceMode2D mode

AddForceAtPosition(Vector3, Vector3, ForceMode2D)

Declaration
public void AddForceAtPosition(Vector3 force, Vector3 position, ForceMode2D mode = ForceMode2D.Force)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.Vector3 position
UnityEngine.ForceMode2D mode

AddRelativeForce(Vector3, ForceMode2D)

Declaration
public void AddRelativeForce(Vector3 force, ForceMode2D mode = ForceMode2D.Force)
Parameters
Type Name Description
UnityEngine.Vector3 force
UnityEngine.ForceMode2D mode

AddTorque(Single, ForceMode2D)

Declaration
public void AddTorque(float force, ForceMode2D mode = ForceMode2D.Force)
Parameters
Type Name Description
System.Single force
UnityEngine.ForceMode2D mode

AngularVelocity(Single)

Sets angularVelocity while clearning pending forces. Simulate should still be called normally.

Declaration
public void AngularVelocity(float force)
Parameters
Type Name Description
System.Single force

ClearPendingForces()

Clears pending velocity and angular velocity forces.

Declaration
public void ClearPendingForces()

ClearPendingForces(Boolean)

Manually clears pending forces.

Declaration
public void ClearPendingForces(bool velocity)
Parameters
Type Name Description
System.Boolean velocity

True to clear velocities, false to clear angular velocities.

Finalize()

Declaration
protected void Finalize()

GetPendingForces()

Returns current pending forces. Modifying this collection could cause undesirable results.

Declaration
public List<PredictionRigidbody2D.EntryData> GetPendingForces()
Returns
Type Description
System.Collections.Generic.List<PredictionRigidbody2D.EntryData>

Initialize(Rigidbody2D)

Rigidbody which force is applied.

Declaration
public void Initialize(Rigidbody2D rb)
Parameters
Type Name Description
UnityEngine.Rigidbody2D rb

InitializeState()

Declaration
public void InitializeState()

Reconcile(PredictionRigidbody2D)

Reconciles to a state.

Declaration
public void Reconcile(PredictionRigidbody2D pr)
Parameters
Type Name Description
PredictionRigidbody2D pr

ResetState()

Declaration
public void ResetState()

Simulate()

Applies pending forces to rigidbody in the order they were added.

Declaration
public void Simulate()

Velocity(Vector3)

Sets velocity while clearing pending forces. Simulate should still be called normally.

Declaration
public void Velocity(Vector3 force)
Parameters
Type Name Description
UnityEngine.Vector3 force

Implements

IResettable

Class PredictionRigidbody2D2DSerializers

Class PredictionRigidbody2D2DSerializers

Inheritance
System.Object
PredictionRigidbody2D2DSerializers
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
public static class PredictionRigidbody2D2DSerializers

Methods

ReadForceData(Reader)

Declaration
public static PredictionRigidbody2D.EntryData ReadForceData(this Reader r)
Parameters
Type Name Description
Reader r
Returns
Type Description
PredictionRigidbody2D.EntryData

ReadPredictionRigidbody2D(Reader)

Declaration
public static PredictionRigidbody2D ReadPredictionRigidbody2D(this Reader r)
Parameters
Type Name Description
Reader r
Returns
Type Description
PredictionRigidbody2D

WriteForceData(Writer, PredictionRigidbody2D.EntryData)

Declaration
public static void WriteForceData(this Writer w, PredictionRigidbody2D.EntryData value)
Parameters
Type Name Description
Writer w
PredictionRigidbody2D.EntryData value

WritePredictionRigidbody2D(Writer, PredictionRigidbody2D)

Declaration
public static void WritePredictionRigidbody2D(this Writer w, PredictionRigidbody2D pr)
Parameters
Type Name Description
Writer w
PredictionRigidbody2D pr

Class PredictionigidbodySerializers

Class PredictionigidbodySerializers

Inheritance
System.Object
PredictionigidbodySerializers
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[Preserve]
public static class PredictionigidbodySerializers

Methods

ReadDeltaEntryData(Reader)

Declaration
public static PredictionRigidbody.EntryData ReadDeltaEntryData(this Reader r)
Parameters
Type Name Description
Reader r
Returns
Type Description
PredictionRigidbody.EntryData

ReadDeltaPredictionRigidbody(Reader)

Declaration
public static PredictionRigidbody ReadDeltaPredictionRigidbody(this Reader r)
Parameters
Type Name Description
Reader r
Returns
Type Description
PredictionRigidbody

ReadEntryData(Reader)

Declaration
public static PredictionRigidbody.EntryData ReadEntryData(this Reader r)
Parameters
Type Name Description
Reader r
Returns
Type Description
PredictionRigidbody.EntryData

ReadPredictionRigidbody(Reader)

Declaration
public static PredictionRigidbody ReadPredictionRigidbody(this Reader r)
Parameters
Type Name Description
Reader r
Returns
Type Description
PredictionRigidbody

WriteDeltaEntryData(Writer, PredictionRigidbody.EntryData)

Declaration
public static bool WriteDeltaEntryData(this Writer w, PredictionRigidbody.EntryData value)
Parameters
Type Name Description
Writer w
PredictionRigidbody.EntryData value
Returns
Type Description
System.Boolean

WriteDeltaPredictionRigidbody(Writer, PredictionRigidbody)

Declaration
public static bool WriteDeltaPredictionRigidbody(this Writer w, PredictionRigidbody pr)
Parameters
Type Name Description
Writer w
PredictionRigidbody pr
Returns
Type Description
System.Boolean

WriteEntryData(Writer, PredictionRigidbody.EntryData)

Declaration
public static void WriteEntryData(this Writer w, PredictionRigidbody.EntryData value)
Parameters
Type Name Description
Writer w
PredictionRigidbody.EntryData value

WritePredictionRigidbody(Writer, PredictionRigidbody)

Declaration
public static void WritePredictionRigidbody(this Writer w, PredictionRigidbody pr)
Parameters
Type Name Description
Writer w
PredictionRigidbody pr

Class ReconcileAttribute

Class ReconcileAttribute

Reconcile methods indicate how to reset your script or object after the server has replicated user data.

Inheritance
System.Object
System.Attribute
ReconcileAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ReconcileAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class ReplicateAttribute

Class ReplicateAttribute

Replicated methods are to be called from clients and will run the same data and logic on the server. Only data used as method arguments will be serialized.

Inheritance
System.Object
System.Attribute
ReplicateAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Prediction
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ReplicateAttribute : Attribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Namespace FishNet.Object.Prediction

Namespace FishNet.Object.Prediction

Classes

ChildTransformTickSmoother

This class is under regular development and it's API may change at any time.

PredictionigidbodySerializers

PredictionRigidbody

PredictionRigidbody2D

PredictionRigidbody2D2DSerializers

ReconcileAttribute

Reconcile methods indicate how to reset your script or object after the server has replicated user data.

ReplicateAttribute

Replicated methods are to be called from clients and will run the same data and logic on the server. Only data used as method arguments will be serialized.

Structs

PredictionRigidbody.AllForceData

PredictionRigidbody.EntryData

PredictionRigidbody2D.AllForceData

PredictionRigidbody2D.EntryData

Interfaces

IReconcileData

IReplicateData

PredictionRigidbody.IForceData

Enums

AdaptiveInterpolationType

PredictionRigidbody.ForceApplicationType

PredictionRigidbody2D.ForceApplicationType


Enum ReplicateState

Enum ReplicateState

Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public enum ReplicateState : byte

Fields

Name Description
CurrentCreated

Value is seen on server, and clients when they own the object. Data has been received on the object for the tick.

CurrentFuture

Value is only seen on clients when they do not own the object. Tick is in the future and data cannot yet be known. This can be used to exit replicate early to not process actions, or create actions based on previous datas.

CurrentPredicted

Value is only seen on server when they do not own the object. Server does not have data on this non-owned object for the tick but expected to, such as a state should have arrived but did not.

Invalid

The default value of this state. This value should never occur when a replicate runs.

ReplayedCreated

Value is only seen on clients. Client has data on the object for the tick. Client is currently reconciling.

ReplayedFuture

Value is only seen on clients when they do not own the object. Tick is in the future and data cannot yet be known. Client is currently reconciling. This can be used to exit replicate early to not process actions, or create actions based on previous datas.

ReplayedPredicted

Value is only seen on clients when they do not own the object. Client does not have data for the tick but expected to, such as a state should have arrived but did not. Client is currently reconciling.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)
ReplicateStateExtensions.IsValid()
ReplicateStateExtensions.IsReplayed()
ReplicateStateExtensions.IsCreated()
ReplicateStateExtensions.IsPredicted()
ReplicateStateExtensions.IsFuture()

Class ReplicateStateExtensions

Class ReplicateStateExtensions

Inheritance
System.Object
ReplicateStateExtensions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public static class ReplicateStateExtensions

Methods

IsCreated(ReplicateState)

Returns if value is user created.

Declaration
public static bool IsCreated(this ReplicateState value)
Parameters
Type Name Description
ReplicateState value
Returns
Type Description
System.Boolean

IsFuture(ReplicateState)

Returns if value is in the future.

Declaration
public static bool IsFuture(this ReplicateState value)
Parameters
Type Name Description
ReplicateState value
Returns
Type Description
System.Boolean

IsPredicted(ReplicateState)

Returns if value is predicted.

Declaration
public static bool IsPredicted(this ReplicateState value)
Parameters
Type Name Description
ReplicateState value
Returns
Type Description
System.Boolean

IsReplayed(ReplicateState)

Returns if value is replayed.

Declaration
public static bool IsReplayed(this ReplicateState value)
Parameters
Type Name Description
ReplicateState value
Returns
Type Description
System.Boolean

IsValid(ReplicateState)

Returns if value is valid. This should never be false.

Declaration
public static bool IsValid(this ReplicateState value)
Parameters
Type Name Description
ReplicateState value
Returns
Type Description
System.Boolean

Class RpcAttribute

Class RpcAttribute

Inheritance
System.Object
System.Attribute
RpcAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class RpcAttribute : Attribute, _Attribute

Fields

DataLength

Estimated length of data being sent. When a value other than -1 the minimum length of the used serializer will be this value. This is useful for writing large packets which otherwise resize the serializer.

Declaration
public int DataLength
Field Value
Type Description
System.Int32

OrderType

Order in which to send data for this RPC.

Declaration
public DataOrderType OrderType
Field Value
Type Description
DataOrderType

RunLocally

True to also run the RPC logic locally.

Declaration
public bool RunLocally
Field Value
Type Description
System.Boolean

Implements

System.Runtime.InteropServices._Attribute

Class ServerAttribute

Class ServerAttribute

Prevents a method from running if server is not active.

Can only be used inside a NetworkBehaviour

Inheritance
System.Object
System.Attribute
ServerAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ServerAttribute : Attribute, _Attribute

Fields

Logging

Type of logging to use when the IsServer check fails.

Declaration
public LoggingType Logging
Field Value
Type Description
LoggingType

Implements

System.Runtime.InteropServices._Attribute

Class ServerRpcAttribute

Class ServerRpcAttribute

ServerRpc methods will send messages to the server.

Inheritance
System.Object
System.Attribute
ServerRpcAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
RpcAttribute.RunLocally
RpcAttribute.DataLength
RpcAttribute.OrderType
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class ServerRpcAttribute : RpcAttribute, _Attribute

Fields

Logging

Type of logging to use when the IsServer check fails.

Declaration
public LoggingType Logging
Field Value
Type Description
LoggingType

RequireOwnership

True to only allow the owning client to call this RPC.

Declaration
public bool RequireOwnership
Field Value
Type Description
System.Boolean

Implements

System.Runtime.InteropServices._Attribute

Class ByteSyncVar

Class ByteSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.Byte>
ByteSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class ByteSyncVar : SyncVar<byte>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Byte, Byte, Single)

Declaration
protected override byte Interpolate(byte previous, byte current, float percent)
Parameters
Type Name Description
System.Byte previous
System.Byte current
System.Single percent
Returns
Type Description
System.Byte
Overrides
FishNet.Object.Synchronizing.SyncVar<System.Byte>.Interpolate(System.Byte, System.Byte, System.Single)

Implements

ICustomSync

Class DoubleSyncVar

Class DoubleSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.Double>
DoubleSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class DoubleSyncVar : SyncVar<double>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Double, Double, Single)

Declaration
protected override double Interpolate(double previous, double current, float percent)
Parameters
Type Name Description
System.Double previous
System.Double current
System.Single percent
Returns
Type Description
System.Double
Overrides
FishNet.Object.Synchronizing.SyncVar<System.Double>.Interpolate(System.Double, System.Double, System.Single)

Implements

ICustomSync

Class FloatSyncVar

Class FloatSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.Single>
FloatSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class FloatSyncVar : SyncVar<float>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Single, Single, Single)

Declaration
protected override float Interpolate(float previous, float current, float percent)
Parameters
Type Name Description
System.Single previous
System.Single current
System.Single percent
Returns
Type Description
System.Single
Overrides
FishNet.Object.Synchronizing.SyncVar<System.Single>.Interpolate(System.Single, System.Single, System.Single)

Implements

ICustomSync

Interface ICustomSync

Interface ICustomSync

Custom SyncObjects must inherit from SyncBase and implement this interface.

Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public interface ICustomSync

Methods

GetSerializedType()

Get the serialized type. This must return the value type you are synchronizing, for example a struct or class. If you are not synchronizing a particular value but instead of supported values such as int, bool, ect, then you may return null on this method.

Declaration
object GetSerializedType()
Returns
Type Description
System.Object

Class IntSyncVar

Class IntSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.Int32>
IntSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class IntSyncVar : SyncVar<int>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Int32, Int32, Single)

Declaration
protected override int Interpolate(int previous, int current, float percent)
Parameters
Type Name Description
System.Int32 previous
System.Int32 current
System.Single percent
Returns
Type Description
System.Int32
Overrides
FishNet.Object.Synchronizing.SyncVar<System.Int32>.Interpolate(System.Int32, System.Int32, System.Single)

Implements

ICustomSync

Class LongSyncVar

Class LongSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.Int64>
LongSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class LongSyncVar : SyncVar<long>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Int64, Int64, Single)

Declaration
protected override long Interpolate(long previous, long current, float percent)
Parameters
Type Name Description
System.Int64 previous
System.Int64 current
System.Single percent
Returns
Type Description
System.Int64
Overrides
FishNet.Object.Synchronizing.SyncVar<System.Int64>.Interpolate(System.Int64, System.Int64, System.Single)

Implements

ICustomSync

Enum ReadPermission

Enum ReadPermission

Which clients may receive synchronization updates.

Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public enum ReadPermission : byte

Fields

Name Description
ExcludeOwner

Send to all observers except owner.

Observers

All observers will receive updates.

OwnerOnly

Only owner will receive updates.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class SbyteSyncVar

Class SbyteSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.SByte>
SbyteSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class SbyteSyncVar : SyncVar<sbyte>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(SByte, SByte, Single)

Declaration
protected override sbyte Interpolate(sbyte previous, sbyte current, float percent)
Parameters
Type Name Description
System.SByte previous
System.SByte current
System.Single percent
Returns
Type Description
System.SByte
Overrides
FishNet.Object.Synchronizing.SyncVar<System.SByte>.Interpolate(System.SByte, System.SByte, System.Single)

Implements

ICustomSync

Class ShortSyncVar

Class ShortSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.Int16>
ShortSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class ShortSyncVar : SyncVar<short>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Int16, Int16, Single)

Declaration
protected override short Interpolate(short previous, short current, float percent)
Parameters
Type Name Description
System.Int16 previous
System.Int16 current
System.Single percent
Returns
Type Description
System.Int16
Overrides
FishNet.Object.Synchronizing.SyncVar<System.Int16>.Interpolate(System.Int16, System.Int16, System.Single)

Implements

ICustomSync

Class SyncDictionary

Class SyncDictionary<TKey, TValue>

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
SyncDictionary<TKey, TValue>
Implements
System.Collections.Generic.IDictionary<TKey, TValue>
System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<TKey, TValue>>
System.Collections.Generic.IReadOnlyDictionary<TKey, TValue>
System.Collections.Generic.IReadOnlyCollection<System.Collections.Generic.KeyValuePair<TKey, TValue>>
System.Collections.Generic.IEnumerable<System.Collections.Generic.KeyValuePair<TKey, TValue>>
System.Collections.IEnumerable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class SyncDictionary<TKey, TValue> : SyncBase, IDictionary<TKey, TValue>, ICollection<KeyValuePair<TKey, TValue>>, IReadOnlyDictionary<TKey, TValue>, IReadOnlyCollection<KeyValuePair<TKey, TValue>>, IEnumerable<KeyValuePair<TKey, TValue>>, IEnumerable
Type Parameters
Name Description
TKey
TValue

Constructors

SyncDictionary(SyncTypeSettings)

Declaration
public SyncDictionary(SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
SyncTypeSettings settings

SyncDictionary(Dictionary<TKey, TValue>, SyncTypeSettings)

Declaration
public SyncDictionary(Dictionary<TKey, TValue> objects, SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
System.Collections.Generic.Dictionary<TKey, TValue> objects
SyncTypeSettings settings

Fields

Collection

Collection of objects.

Declaration
public Dictionary<TKey, TValue> Collection
Field Value
Type Description
System.Collections.Generic.Dictionary<TKey, TValue>

Properties

Count

Number of objects in the collection.

Declaration
public int Count { get; }
Property Value
Type Description
System.Int32

Item[TKey]

Gets or sets value for a key.

Declaration
public TValue this[TKey key] { get; set; }
Parameters
Type Name Description
TKey key

Key to use.

Property Value
Type Description
TValue

Value when using as Get.

Keys

Keys within the collection.

Declaration
public ICollection<TKey> Keys { get; }
Property Value
Type Description
System.Collections.Generic.ICollection<TKey>

Values

Values within the collection.

Declaration
public ICollection<TValue> Values { get; }
Property Value
Type Description
System.Collections.Generic.ICollection<TValue>

Methods

Add(TKey, TValue)

Adds key and value.

Declaration
public void Add(TKey key, TValue value)
Parameters
Type Name Description
TKey key

Key to add.

TValue value

Value for key.

Add(KeyValuePair<TKey, TValue>)

Adds item.

Declaration
public void Add(KeyValuePair<TKey, TValue> item)
Parameters
Type Name Description
System.Collections.Generic.KeyValuePair<TKey, TValue> item

Item to add.

Clear()

Clears all values.

Declaration
public void Clear()

Contains(KeyValuePair<TKey, TValue>)

Returns if item exist.

Declaration
public bool Contains(KeyValuePair<TKey, TValue> item)
Parameters
Type Name Description
System.Collections.Generic.KeyValuePair<TKey, TValue> item

Item to use.

Returns
Type Description
System.Boolean

True if found.

ContainsKey(TKey)

Returns if key exist.

Declaration
public bool ContainsKey(TKey key)
Parameters
Type Name Description
TKey key

Key to use.

Returns
Type Description
System.Boolean

True if found.

CopyTo(KeyValuePair<TKey, TValue>[], Int32)

Copies collection to an array.

Declaration
public void CopyTo(KeyValuePair<TKey, TValue>[] array, int offset)
Parameters
Type Name Description
System.Collections.Generic.KeyValuePair<TKey, TValue>[] array

Array to copy to.

System.Int32 offset

Offset of array data is copied to.

Dirty(TKey)

Dirties an entry by key.

Declaration
public void Dirty(TKey key)
Parameters
Type Name Description
TKey key

Key to dirty.

Dirty(TValue, EqualityComparer<TValue>)

Dirties an entry by value. This operation can be very expensive, will cause allocations, and may fail if your value cannot be compared.

Declaration
public bool Dirty(TValue value, EqualityComparer<TValue> comparer = null)
Parameters
Type Name Description
TValue value

Value to dirty.

System.Collections.Generic.EqualityComparer<TValue> comparer
Returns
Type Description
System.Boolean

True if value was found and marked dirty.

DirtyAll()

Dirties the entire collection forcing a full send.

Declaration
public void DirtyAll()

Finalize()

Declaration
protected void Finalize()

GetCollection(Boolean)

Gets the collection being used within this SyncList.

Declaration
public Dictionary<TKey, TValue> GetCollection(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

True if returning the server value, false if client value. The values will only differ when running as host. While asServer is true the most current values on server will be returned, and while false the latest values received by client will be returned.

Returns
Type Description
System.Collections.Generic.Dictionary<TKey, TValue>

The used collection.

GetEnumerator()

Gets the IEnumerator for the collection.

Declaration
public IEnumerator<KeyValuePair<TKey, TValue>> GetEnumerator()
Returns
Type Description
System.Collections.Generic.IEnumerator<System.Collections.Generic.KeyValuePair<TKey, TValue>>

Initialized()

Called when the SyncType has been registered, but not yet initialized over the network.

Declaration
protected override void Initialized()
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.Initialized()

OnStartCallback(Boolean)

Called after OnStartXXXX has occurred.

Declaration
protected override void OnStartCallback(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

True if OnStartServer was called, false if OnStartClient.

Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.OnStartCallback(System.Boolean)

Remove(TKey)

Removes a key.

Declaration
public bool Remove(TKey key)
Parameters
Type Name Description
TKey key

Key to remove.

Returns
Type Description
System.Boolean

True if removed.

Remove(KeyValuePair<TKey, TValue>)

Removes an item.

Declaration
public bool Remove(KeyValuePair<TKey, TValue> item)
Parameters
Type Name Description
System.Collections.Generic.KeyValuePair<TKey, TValue> item

Item to remove.

Returns
Type Description
System.Boolean

True if removed.

TryGetValue(TKey, out TValue)

Tries to get value from key.

Declaration
public bool TryGetValue(TKey key, out TValue value)
Parameters
Type Name Description
TKey key

Key to use.

TValue value

Variable to output to.

Returns
Type Description
System.Boolean

True if able to output value.

Events

OnChange

Called when the SyncDictionary changes.

Declaration
public event SyncDictionary<TKey, TValue>.SyncDictionaryChanged OnChange
Event Type
Type Description
FishNet.Object.Synchronizing.SyncDictionary.SyncDictionaryChanged<>

Explicit Interface Implementations

IEnumerable.GetEnumerator()

Gets the IEnumerator for the collection.

Declaration
IEnumerator IEnumerable.GetEnumerator()
Returns
Type Description
System.Collections.IEnumerator

Implements

System.Collections.Generic.IDictionary<TKey, TValue>
System.Collections.Generic.ICollection<T>
System.Collections.Generic.IReadOnlyDictionary<TKey, TValue>
System.Collections.Generic.IReadOnlyCollection<T>
System.Collections.Generic.IEnumerable<T>
System.Collections.IEnumerable

Extension Methods

DictionaryFN.TryGetValueIL2CPP<TKey, TValue>(IDictionary<TKey, TValue>, TKey, out TValue)
DictionaryFN.ValuesToList<TKey, TValue>(IDictionary<TKey, TValue>)
DictionaryFN.ValuesToList<TKey, TValue>(IDictionary<TKey, TValue>, ref List<TValue>)
DictionaryFN.KeysToList<TKey, TValue>(IDictionary<TKey, TValue>)
DictionaryFN.KeysToList<TKey, TValue>(IDictionary<TKey, TValue>, ref List<TKey>)
Arrays.ToString<T>(IEnumerable<T>, String)

Class SyncHashSet

Class SyncHashSet<T>

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
SyncHashSet<T>
Implements
System.Collections.Generic.ISet<T>
System.Collections.Generic.ICollection<T>
System.Collections.Generic.IEnumerable<T>
System.Collections.IEnumerable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class SyncHashSet<T> : SyncBase, ISet<T>, ICollection<T>, IEnumerable<T>, IEnumerable
Type Parameters
Name Description
T

Constructors

SyncHashSet(SyncTypeSettings)

Declaration
public SyncHashSet(SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
SyncTypeSettings settings

SyncHashSet(HashSet<T>, IEqualityComparer<T>, SyncTypeSettings)

Declaration
public SyncHashSet(HashSet<T> collection, IEqualityComparer<T> comparer = null, SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
System.Collections.Generic.HashSet<T> collection
System.Collections.Generic.IEqualityComparer<T> comparer
SyncTypeSettings settings

SyncHashSet(IEqualityComparer<T>, SyncTypeSettings)

Declaration
public SyncHashSet(IEqualityComparer<T> comparer, SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
System.Collections.Generic.IEqualityComparer<T> comparer
SyncTypeSettings settings

Fields

Collection

Collection of objects.

Declaration
public HashSet<T> Collection
Field Value
Type Description
System.Collections.Generic.HashSet<T>

Properties

Count

Number of objects in the collection.

Declaration
public int Count { get; }
Property Value
Type Description
System.Int32

Methods

Add(T)

Adds value.

Declaration
public bool Add(T item)
Parameters
Type Name Description
T item
Returns
Type Description
System.Boolean

AddRange(IEnumerable<T>)

Adds a range of values.

Declaration
public void AddRange(IEnumerable<T> range)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> range

Clear()

Clears all values.

Declaration
public void Clear()

Contains(T)

Returns if value exist.

Declaration
public bool Contains(T item)
Parameters
Type Name Description
T item
Returns
Type Description
System.Boolean

CopyTo(T[], Int32)

Copies values to an array.

Declaration
public void CopyTo(T[] array, int index)
Parameters
Type Name Description
T[] array
System.Int32 index

Dirty(T)

Looks up obj in Collection and if found marks it's index as dirty. This operation can be very expensive, will cause allocations, and may fail if your value cannot be compared.

Declaration
public void Dirty(T obj)
Parameters
Type Name Description
T obj

Object to lookup.

DirtyAll()

Dirties the entire collection forcing a full send.

Declaration
public void DirtyAll()

ExceptWith(IEnumerable<T>)

Declaration
public void ExceptWith(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other

Finalize()

Declaration
protected void Finalize()

GetCollection(Boolean)

Gets the collection being used within this SyncList.

Declaration
public HashSet<T> GetCollection(bool asServer)
Parameters
Type Name Description
System.Boolean asServer
Returns
Type Description
System.Collections.Generic.HashSet<T>

GetEnumerator()

Returns Enumerator for collection.

Declaration
public IEnumerator GetEnumerator()
Returns
Type Description
System.Collections.IEnumerator

Initialized()

Called when the SyncType has been registered, but not yet initialized over the network.

Declaration
protected override void Initialized()
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.Initialized()

IntersectWith(IEnumerable<T>)

Declaration
public void IntersectWith(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other

IsProperSubsetOf(IEnumerable<T>)

Declaration
public bool IsProperSubsetOf(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other
Returns
Type Description
System.Boolean

IsProperSupersetOf(IEnumerable<T>)

Declaration
public bool IsProperSupersetOf(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other
Returns
Type Description
System.Boolean

IsSubsetOf(IEnumerable<T>)

Declaration
public bool IsSubsetOf(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other
Returns
Type Description
System.Boolean

IsSupersetOf(IEnumerable<T>)

Declaration
public bool IsSupersetOf(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other
Returns
Type Description
System.Boolean

OnStartCallback(Boolean)

Called after OnStartXXXX has occurred.

Declaration
protected override void OnStartCallback(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

True if OnStartServer was called, false if OnStartClient.

Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.OnStartCallback(System.Boolean)

Overlaps(IEnumerable<T>)

Declaration
public bool Overlaps(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other
Returns
Type Description
System.Boolean

Remove(T)

Removes a value.

Declaration
public bool Remove(T item)
Parameters
Type Name Description
T item
Returns
Type Description
System.Boolean

ResetState(Boolean)

Resets to initialized values.

Declaration
protected override void ResetState(bool asServer)
Parameters
Type Name Description
System.Boolean asServer
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.ResetState(System.Boolean)

SetEquals(IEnumerable<T>)

Declaration
public bool SetEquals(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other
Returns
Type Description
System.Boolean

SymmetricExceptWith(IEnumerable<T>)

Declaration
public void SymmetricExceptWith(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other

UnionWith(IEnumerable<T>)

Declaration
public void UnionWith(IEnumerable<T> other)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> other

WriteDelta(PooledWriter, Boolean)

Writes all changed values.

Declaration
protected override void WriteDelta(PooledWriter writer, bool resetSyncTick = true)
Parameters
Type Name Description
PooledWriter writer
System.Boolean resetSyncTick

True to set the next time data may sync.

Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.WriteDelta(FishNet.Serializing.PooledWriter, System.Boolean)

WriteFull(PooledWriter)

Writes all values if not initial values.

Declaration
protected override void WriteFull(PooledWriter writer)
Parameters
Type Name Description
PooledWriter writer
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.WriteFull(FishNet.Serializing.PooledWriter)

Events

OnChange

Called when the SyncList changes.

Declaration
public event SyncHashSet<T>.SyncHashSetChanged OnChange
Event Type
Type Description
FishNet.Object.Synchronizing.SyncHashSet.SyncHashSetChanged<>

Explicit Interface Implementations

ICollection<T>.Add(T)

Adds an item.

Declaration
void ICollection<T>.Add(T item)
Parameters
Type Name Description
T item

Implements

System.Collections.Generic.ISet<T>
System.Collections.Generic.ICollection<T>
System.Collections.Generic.IEnumerable<T>
System.Collections.IEnumerable

Extension Methods

Arrays.ToString<T>(IEnumerable<T>, String)

Class SyncList

Class SyncList<T>

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
SyncList<T>
Implements
System.Collections.Generic.IList<T>
System.Collections.Generic.ICollection<T>
System.Collections.Generic.IReadOnlyList<T>
System.Collections.Generic.IReadOnlyCollection<T>
System.Collections.Generic.IEnumerable<T>
System.Collections.IEnumerable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class SyncList<T> : SyncBase, IList<T>, ICollection<T>, IReadOnlyList<T>, IReadOnlyCollection<T>, IEnumerable<T>, IEnumerable
Type Parameters
Name Description
T

Constructors

SyncList(SyncTypeSettings)

Declaration
public SyncList(SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
SyncTypeSettings settings

SyncList(IEqualityComparer<T>, SyncTypeSettings)

Declaration
public SyncList(IEqualityComparer<T> comparer, SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
System.Collections.Generic.IEqualityComparer<T> comparer
SyncTypeSettings settings

SyncList(List<T>, IEqualityComparer<T>, SyncTypeSettings)

Declaration
public SyncList(List<T> collection, IEqualityComparer<T> comparer = null, SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
System.Collections.Generic.List<T> collection
System.Collections.Generic.IEqualityComparer<T> comparer
SyncTypeSettings settings

Fields

Collection

Collection of objects.

Declaration
public List<T> Collection
Field Value
Type Description
System.Collections.Generic.List<T>

Properties

Count

Number of objects in the collection.

Declaration
public int Count { get; }
Property Value
Type Description
System.Int32

Item[Int32]

Gets or sets value at an index.

Declaration
public T this[int i] { get; set; }
Parameters
Type Name Description
System.Int32 i
Property Value
Type Description
T

Methods

Add(T)

Adds value.

Declaration
public void Add(T item)
Parameters
Type Name Description
T item

AddRange(IEnumerable<T>)

Adds a range of values.

Declaration
public void AddRange(IEnumerable<T> range)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> range

Clear()

Clears all values.

Declaration
public void Clear()

Contains(T)

Returns if value exist.

Declaration
public bool Contains(T item)
Parameters
Type Name Description
T item
Returns
Type Description
System.Boolean

CopyTo(T[], Int32)

Copies values to an array.

Declaration
public void CopyTo(T[] array, int index)
Parameters
Type Name Description
T[] array
System.Int32 index

Dirty(T)

Looks up obj in Collection and if found marks it's index as dirty. While using this operation previous value will be the same as next. This operation can be very expensive, and may fail if your value cannot be compared.

Declaration
public void Dirty(T obj)
Parameters
Type Name Description
T obj

Object to lookup.

Dirty(Int32)

Marks an index as dirty. While using this operation previous value will be the same as next.

Declaration
public void Dirty(int index)
Parameters
Type Name Description
System.Int32 index

DirtyAll()

Dirties the entire collection forcing a full send. This will not invoke the callback on server.

Declaration
public void DirtyAll()

Finalize()

Declaration
protected void Finalize()

Find(Predicate<T>)

Finds value using match.

Declaration
public T Find(Predicate<T> match)
Parameters
Type Name Description
System.Predicate<T> match
Returns
Type Description
T

FindAll(Predicate<T>)

Finds all values using match.

Declaration
public List<T> FindAll(Predicate<T> match)
Parameters
Type Name Description
System.Predicate<T> match
Returns
Type Description
System.Collections.Generic.List<T>

FindIndex(Predicate<T>)

Finds index using match.

Declaration
public int FindIndex(Predicate<T> match)
Parameters
Type Name Description
System.Predicate<T> match
Returns
Type Description
System.Int32

GetCollection(Boolean)

Gets the collection being used within this SyncList.

Declaration
public List<T> GetCollection(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

True if returning the server value, false if client value. The values will only differ when running as host. While asServer is true the most current values on server will be returned, and while false the latest values received by client will be returned.

Returns
Type Description
System.Collections.Generic.List<T>

GetEnumerator()

Returns Enumerator for collection.

Declaration
public IEnumerator GetEnumerator()
Returns
Type Description
System.Collections.IEnumerator

IndexOf(T)

Gets the index of value.

Declaration
public int IndexOf(T item)
Parameters
Type Name Description
T item
Returns
Type Description
System.Int32

Initialized()

Called when the SyncType has been registered, but not yet initialized over the network.

Declaration
protected override void Initialized()
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.Initialized()

Insert(Int32, T)

Inserts value at index.

Declaration
public void Insert(int index, T item)
Parameters
Type Name Description
System.Int32 index
T item

InsertRange(Int32, IEnumerable<T>)

Inserts a range of values.

Declaration
public void InsertRange(int index, IEnumerable<T> range)
Parameters
Type Name Description
System.Int32 index
System.Collections.Generic.IEnumerable<T> range

OnStartCallback(Boolean)

Called after OnStartXXXX has occurred.

Declaration
protected override void OnStartCallback(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

True if OnStartServer was called, false if OnStartClient.

Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.OnStartCallback(System.Boolean)

Remove(T)

Removes a value.

Declaration
public bool Remove(T item)
Parameters
Type Name Description
T item
Returns
Type Description
System.Boolean

RemoveAll(Predicate<T>)

Removes all values within the collection.

Declaration
public int RemoveAll(Predicate<T> match)
Parameters
Type Name Description
System.Predicate<T> match
Returns
Type Description
System.Int32

RemoveAt(Int32)

Removes value at index.

Declaration
public void RemoveAt(int index)
Parameters
Type Name Description
System.Int32 index

ResetState(Boolean)

Resets to initialized values.

Declaration
protected override void ResetState(bool asServer)
Parameters
Type Name Description
System.Boolean asServer
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.ResetState(System.Boolean)

Set(Int32, T, Boolean)

Sets value at index.

Declaration
public void Set(int index, T value, bool force = true)
Parameters
Type Name Description
System.Int32 index
T value
System.Boolean force

WriteDelta(PooledWriter, Boolean)

Writes all changed values.

Declaration
protected override void WriteDelta(PooledWriter writer, bool resetSyncTick = true)
Parameters
Type Name Description
PooledWriter writer
System.Boolean resetSyncTick

True to set the next time data may sync.

Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.WriteDelta(FishNet.Serializing.PooledWriter, System.Boolean)

WriteFull(PooledWriter)

Writes all values if not initial values.

Declaration
protected override void WriteFull(PooledWriter writer)
Parameters
Type Name Description
PooledWriter writer
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.WriteFull(FishNet.Serializing.PooledWriter)

Events

OnChange

Called when the SyncList changes.

Declaration
public event SyncList<T>.SyncListChanged OnChange
Event Type
Type Description
FishNet.Object.Synchronizing.SyncList.SyncListChanged<>

Implements

System.Collections.Generic.IList<T>
System.Collections.Generic.ICollection<T>
System.Collections.Generic.IReadOnlyList<T>
System.Collections.Generic.IReadOnlyCollection<T>
System.Collections.Generic.IEnumerable<T>
System.Collections.IEnumerable

Extension Methods

Arrays.ToString<T>(IEnumerable<T>, String)

Class SyncObjectAttribute

Class SyncObjectAttribute

Synchronizes collections or objects from the server to clients. Can be used with custom SyncObjects. Value must be changed on server.

Inheritance
System.Object
System.Attribute
UnityEngine.PropertyAttribute
SyncObjectAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
UnityEngine.PropertyAttribute.order
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Obsolete("This no longer functions. See console errors and Break Solutions in the documentation for resolution.")]
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class SyncObjectAttribute : PropertyAttribute, _Attribute

Fields

ReadPermissions

Clients which may receive value updates.

Declaration
public ReadPermission ReadPermissions
Field Value
Type Description
ReadPermission

RequireReadOnly

True if to require the readonly attribute. Setting to false will allow inspector serialization of this object. When false you must still initialize this object on it's field declaration, but never anywhere else.

Declaration
public bool RequireReadOnly
Field Value
Type Description
System.Boolean

SendRate

How often values may update over the network.

Declaration
public float SendRate
Field Value
Type Description
System.Single

WritePermissions

Network roles which may update values.

Declaration
public WritePermission WritePermissions
Field Value
Type Description
WritePermission

Implements

System.Runtime.InteropServices._Attribute

Delegate SyncStopwatch.SyncTypeChanged

Delegate SyncStopwatch.SyncTypeChanged

Delegate signature for when the Stopwatch operation occurs.

Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public delegate void SyncTypeChanged(SyncStopwatchOperation op, float prev, bool asServer);
Parameters
Type Name Description
SyncStopwatchOperation op

Operation which was performed.

System.Single prev

Previous value of the Stopwatch. This will be -1f is the value is not available.

System.Boolean asServer

True if occurring on server.


Class SyncStopwatch

Class SyncStopwatch

A SyncObject to efficiently synchronize Stopwatchs over the network.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
SyncStopwatch
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public class SyncStopwatch : SyncBase, ICustomSync

Constructors

SyncStopwatch(SyncTypeSettings)

Declaration
public SyncStopwatch(SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
SyncTypeSettings settings

Properties

Elapsed

How much time has passed since the Stopwatch started.

Declaration
public float Elapsed { get; }
Property Value
Type Description
System.Single

Paused

True if the SyncStopwatch is currently paused. Calls to Update(float) will be ignored when paused.

Declaration
public bool Paused { get; }
Property Value
Type Description
System.Boolean

Methods

GetSerializedType()

Return the serialized type.

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Initialized()

Called when the SyncType has been registered, but not yet initialized over the network.

Declaration
protected override void Initialized()
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.Initialized()

OnStartCallback(Boolean)

Called after OnStartXXXX has occurred.

Declaration
protected override void OnStartCallback(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

True if OnStartServer was called, false if OnStartClient.

Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.OnStartCallback(System.Boolean)

PauseStopwatch(Boolean)

Pauses the Stopwatch. Calling while already paused will be result in no action.

Declaration
public void PauseStopwatch(bool sendElapsed = false)
Parameters
Type Name Description
System.Boolean sendElapsed

True to send Remaining with this operation.

StartStopwatch(Boolean)

Starts a Stopwatch. If called when a Stopwatch is already active then StopStopwatch will automatically be sent.

Declaration
public void StartStopwatch(bool sendElapsedOnStop = true)
Parameters
Type Name Description
System.Boolean sendElapsedOnStop

True to include remaining time when automatically sending StopStopwatch.

StopStopwatch(Boolean)

Stops and resets the Stopwatch.

Declaration
public void StopStopwatch(bool sendElapsed = false)
Parameters
Type Name Description
System.Boolean sendElapsed

UnpauseStopwatch()

Unpauses the Stopwatch. Calling while already unpaused will be result in no action.

Declaration
public void UnpauseStopwatch()

Update(Single)

Adds delta from Remaining for server and client.

Declaration
public void Update(float delta)
Parameters
Type Name Description
System.Single delta

Value to remove from Remaining.

WriteDelta(PooledWriter, Boolean)

Writes all changed values.

Declaration
protected override void WriteDelta(PooledWriter writer, bool resetSyncTick = true)
Parameters
Type Name Description
PooledWriter writer
System.Boolean resetSyncTick

True to set the next time data may sync.

Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.WriteDelta(FishNet.Serializing.PooledWriter, System.Boolean)

WriteFull(PooledWriter)

Writes all values.

Declaration
protected override void WriteFull(PooledWriter writer)
Parameters
Type Name Description
PooledWriter writer
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.WriteFull(FishNet.Serializing.PooledWriter)

Events

OnChange

Called when a Stopwatch operation occurs.

Declaration
public event SyncStopwatch.SyncTypeChanged OnChange
Event Type
Type Description
SyncStopwatch.SyncTypeChanged

Implements

ICustomSync

Enum SyncStopwatchOperation

Enum SyncStopwatchOperation

Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public enum SyncStopwatchOperation : byte

Fields

Name Description
Complete

All operations for the tick have been processed. This only occurs on clients as the server is unable to be aware of when the user is done modifying the list.

Pause

Stopwatch was paused.

PauseUpdated

Stopwatch was paused. Value at time of pause is sent.

Start

Stopwatch is started. Value is included with start.

Stop

Stopwatch was stopped.

StopUpdated

Stopwatch was stopped. Value prior to stopping is sent.

Unpause

Stopwatch was unpaused.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Delegate SyncTimer.SyncTypeChanged

Delegate SyncTimer.SyncTypeChanged

Delegate signature for when the timer operation occurs.

Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public delegate void SyncTypeChanged(SyncTimerOperation op, float prev, float next, bool asServer);
Parameters
Type Name Description
SyncTimerOperation op

Operation which was performed.

System.Single prev

Previous value of the timer. This will be -1f is the value is not available.

System.Single next

Value of the timer. This will be -1f is the value is not available.

System.Boolean asServer

True if occurring on server.


Class SyncTimer

Class SyncTimer

A SyncObject to efficiently synchronize timers over the network.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
SyncTimer
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public class SyncTimer : SyncBase, ICustomSync

Constructors

SyncTimer(SyncTypeSettings)

Declaration
public SyncTimer(SyncTypeSettings settings = default(SyncTypeSettings))
Parameters
Type Name Description
SyncTypeSettings settings

Properties

Duration

Starting duration of the timer.

Declaration
public float Duration { get; }
Property Value
Type Description
System.Single

Elapsed

How much time has passed since the timer started.

Declaration
public float Elapsed { get; }
Property Value
Type Description
System.Single

Paused

True if the SyncTimer is currently paused. Calls to Update(float) will be ignored when paused.

Declaration
public bool Paused { get; }
Property Value
Type Description
System.Boolean

Remaining

Time remaining on the timer. When the timer is expired this value will be 0f.

Declaration
public float Remaining { get; }
Property Value
Type Description
System.Single

Methods

GetSerializedType()

Return the serialized type.

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Initialized()

Called when the SyncType has been registered, but not yet initialized over the network.

Declaration
protected override void Initialized()
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.Initialized()

OnStartCallback(Boolean)

Called after OnStartXXXX has occurred.

Declaration
protected override void OnStartCallback(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

True if OnStartServer was called, false if OnStartClient.

Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.OnStartCallback(System.Boolean)

PauseTimer(Boolean)

Pauses the timer. Calling while already paused will be result in no action.

Declaration
public void PauseTimer(bool sendRemaining = false)
Parameters
Type Name Description
System.Boolean sendRemaining

True to send Remaining with this operation.

StartTimer(Single, Boolean)

Starts a timer. If called when a timer is already active then StopTimer will automatically be sent.

Declaration
public void StartTimer(float remaining, bool sendRemainingOnStop = true)
Parameters
Type Name Description
System.Single remaining

Time in which the timer should start with.

System.Boolean sendRemainingOnStop

True to include remaining time when automatically sending StopTimer.

StopTimer(Boolean)

Stops and resets the timer.

Declaration
public void StopTimer(bool sendRemaining = false)
Parameters
Type Name Description
System.Boolean sendRemaining

UnpauseTimer()

Unpauses the timer. Calling while already unpaused will be result in no action.

Declaration
public void UnpauseTimer()

Update()

Removes time passed from Remaining since the last unscaled time using this method.

Declaration
public void Update()

Update(Single)

Removes delta from Remaining for server and client. This also resets unscaledTime delta for Update().

Declaration
public void Update(float delta)
Parameters
Type Name Description
System.Single delta

Value to remove from Remaining.

WriteDelta(PooledWriter, Boolean)

Writes all changed values.

Declaration
protected override void WriteDelta(PooledWriter writer, bool resetSyncTick = true)
Parameters
Type Name Description
PooledWriter writer
System.Boolean resetSyncTick

True to set the next time data may sync.

Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.WriteDelta(FishNet.Serializing.PooledWriter, System.Boolean)

WriteFull(PooledWriter)

Writes all values.

Declaration
protected override void WriteFull(PooledWriter writer)
Parameters
Type Name Description
PooledWriter writer
Overrides
FishNet.Object.Synchronizing.Internal.SyncBase.WriteFull(FishNet.Serializing.PooledWriter)

Events

OnChange

Called when a timer operation occurs.

Declaration
public event SyncTimer.SyncTypeChanged OnChange
Event Type
Type Description
SyncTimer.SyncTypeChanged

Implements

ICustomSync

Enum SyncTimerOperation

Enum SyncTimerOperation

Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public enum SyncTimerOperation : byte

Fields

Name Description
Complete

All operations for the tick have been processed. This only occurs on clients as the server is unable to be aware of when the user is done modifying the list.

Finished

The timer has ended finished it's duration.

Pause

Timer was paused.

PauseUpdated

Timer was paused. Value at time of pause is sent.

Start

Timer is started. Value is included with start.

Stop

Timer was stopped.

StopUpdated

Timer was stopped. Value prior to stopping is sent.

Unpause

Timer was unpaused.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Struct SyncTypeSettings

Struct SyncTypeSettings

Settings which can be passed into SyncTypes.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public struct SyncTypeSettings

Constructors

SyncTypeSettings(ReadPermission)

Declaration
public SyncTypeSettings(ReadPermission readPermissions)
Parameters
Type Name Description
ReadPermission readPermissions

SyncTypeSettings(WritePermission)

Declaration
public SyncTypeSettings(WritePermission writePermissions)
Parameters
Type Name Description
WritePermission writePermissions

SyncTypeSettings(WritePermission, ReadPermission)

Declaration
public SyncTypeSettings(WritePermission writePermissions, ReadPermission readPermissions)
Parameters
Type Name Description
WritePermission writePermissions
ReadPermission readPermissions

SyncTypeSettings(WritePermission, ReadPermission, Single, Channel)

Declaration
public SyncTypeSettings(WritePermission writePermissions, ReadPermission readPermissions, float sendRate, Channel channel)
Parameters
Type Name Description
WritePermission writePermissions
ReadPermission readPermissions
System.Single sendRate
Channel channel

SyncTypeSettings(Channel)

Declaration
public SyncTypeSettings(Channel channel)
Parameters
Type Name Description
Channel channel

SyncTypeSettings(Single)

Declaration
public SyncTypeSettings(float sendRate = 0.1F)
Parameters
Type Name Description
System.Single sendRate

SyncTypeSettings(Single, Channel)

Declaration
public SyncTypeSettings(float sendRate, Channel channel)
Parameters
Type Name Description
System.Single sendRate
Channel channel

Fields

Channel

Declaration
public Channel Channel
Field Value
Type Description
Channel

ReadPermission

Declaration
public ReadPermission ReadPermission
Field Value
Type Description
ReadPermission

SendRate

Declaration
public float SendRate
Field Value
Type Description
System.Single

WritePermission

Declaration
public WritePermission WritePermission
Field Value
Type Description
WritePermission

Class SyncVarAttribute

Class SyncVarAttribute

Synchronizes a variable from server to clients automatically. Value must be changed on server.

Inheritance
System.Object
System.Attribute
UnityEngine.PropertyAttribute
SyncVarAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
UnityEngine.PropertyAttribute.order
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Obsolete("This no longer functions. See console errors and Break Solutions in the documentation for resolution.")]
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class SyncVarAttribute : PropertyAttribute, _Attribute

Fields

Channel

Channel to use. Unreliable SyncVars will use eventual consistency.

Declaration
public Channel Channel
Field Value
Type Description
Channel

OnChange

Method which will be called on the server and clients when the value changes.

Declaration
public string OnChange
Field Value
Type Description
System.String

ReadPermissions

Clients which may receive value updates.

Declaration
public ReadPermission ReadPermissions
Field Value
Type Description
ReadPermission

SendRate

How often values may update over the network.

Declaration
public float SendRate
Field Value
Type Description
System.Single

WritePermissions

Network roles which may update values.

Declaration
public WritePermission WritePermissions
Field Value
Type Description
WritePermission

Implements

System.Runtime.InteropServices._Attribute

Class UIntSyncVar

Class UIntSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.UInt32>
UIntSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class UIntSyncVar : SyncVar<uint>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(UInt32, UInt32, Single)

Declaration
protected override uint Interpolate(uint previous, uint current, float percent)
Parameters
Type Name Description
System.UInt32 previous
System.UInt32 current
System.Single percent
Returns
Type Description
System.UInt32
Overrides
FishNet.Object.Synchronizing.SyncVar<System.UInt32>.Interpolate(System.UInt32, System.UInt32, System.Single)

Implements

ICustomSync

Class ULongSyncVar

Class ULongSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.UInt64>
ULongSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class ULongSyncVar : SyncVar<ulong>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(UInt64, UInt64, Single)

Declaration
protected override ulong Interpolate(ulong previous, ulong current, float percent)
Parameters
Type Name Description
System.UInt64 previous
System.UInt64 current
System.Single percent
Returns
Type Description
System.UInt64
Overrides
FishNet.Object.Synchronizing.SyncVar<System.UInt64>.Interpolate(System.UInt64, System.UInt64, System.Single)

Implements

ICustomSync

Class UShortSyncVar

Class UShortSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<System.UInt16>
UShortSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class UShortSyncVar : SyncVar<ushort>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(UInt16, UInt16, Single)

Declaration
protected override ushort Interpolate(ushort previous, ushort current, float percent)
Parameters
Type Name Description
System.UInt16 previous
System.UInt16 current
System.Single percent
Returns
Type Description
System.UInt16
Overrides
FishNet.Object.Synchronizing.SyncVar<System.UInt16>.Interpolate(System.UInt16, System.UInt16, System.Single)

Implements

ICustomSync

Class Vector2IntSyncVar

Class Vector2IntSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector2Int>
Vector2IntSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class Vector2IntSyncVar : SyncVar<Vector2Int>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Vector2Int, Vector2Int, Single)

Declaration
protected override Vector2Int Interpolate(Vector2Int previous, Vector2Int current, float percent)
Parameters
Type Name Description
UnityEngine.Vector2Int previous
UnityEngine.Vector2Int current
System.Single percent
Returns
Type Description
UnityEngine.Vector2Int
Overrides
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector2Int>.Interpolate(UnityEngine.Vector2Int, UnityEngine.Vector2Int, System.Single)

Implements

ICustomSync

Class Vector2SyncVar

Class Vector2SyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector2>
Vector2SyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class Vector2SyncVar : SyncVar<Vector2>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Vector2, Vector2, Single)

Declaration
protected override Vector2 Interpolate(Vector2 previous, Vector2 current, float percent)
Parameters
Type Name Description
UnityEngine.Vector2 previous
UnityEngine.Vector2 current
System.Single percent
Returns
Type Description
UnityEngine.Vector2
Overrides
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector2>.Interpolate(UnityEngine.Vector2, UnityEngine.Vector2, System.Single)

Implements

ICustomSync

Class Vector3IntSyncVar

Class Vector3IntSyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector3Int>
Vector3IntSyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class Vector3IntSyncVar : SyncVar<Vector3Int>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Vector3Int, Vector3Int, Single)

Declaration
protected override Vector3Int Interpolate(Vector3Int previous, Vector3Int current, float percent)
Parameters
Type Name Description
UnityEngine.Vector3Int previous
UnityEngine.Vector3Int current
System.Single percent
Returns
Type Description
UnityEngine.Vector3Int
Overrides
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector3Int>.Interpolate(UnityEngine.Vector3Int, UnityEngine.Vector3Int, System.Single)

Implements

ICustomSync

Class Vector3SyncVar

Class Vector3SyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector3>
Vector3SyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class Vector3SyncVar : SyncVar<Vector3>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Vector3, Vector3, Single)

Declaration
protected override Vector3 Interpolate(Vector3 previous, Vector3 current, float percent)
Parameters
Type Name Description
UnityEngine.Vector3 previous
UnityEngine.Vector3 current
System.Single percent
Returns
Type Description
UnityEngine.Vector3
Overrides
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector3>.Interpolate(UnityEngine.Vector3, UnityEngine.Vector3, System.Single)

Implements

ICustomSync

Class Vector4SyncVar

Class Vector4SyncVar

Implements features specific for a typed SyncVar.

Inheritance
System.Object
FishNet.Object.Synchronizing.Internal.SyncBase
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector4>
Vector4SyncVar
Implements
ICustomSync
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class Vector4SyncVar : SyncVar<Vector4>, ISyncVar, ICustomSync

Methods

GetSerializedType()

Declaration
public object GetSerializedType()
Returns
Type Description
System.Object

Interpolate(Vector4, Vector4, Single)

Declaration
protected override Vector4 Interpolate(Vector4 previous, Vector4 current, float percent)
Parameters
Type Name Description
UnityEngine.Vector4 previous
UnityEngine.Vector4 current
System.Single percent
Returns
Type Description
UnityEngine.Vector4
Overrides
FishNet.Object.Synchronizing.SyncVar<UnityEngine.Vector4>.Interpolate(UnityEngine.Vector4, UnityEngine.Vector4, System.Single)

Implements

ICustomSync

Enum WritePermission

Enum WritePermission

Which clients or server may write updates.

Namespace: FishNet.Object.Synchronizing
Assembly: FishNet.Runtime.dll
Syntax
public enum WritePermission : byte

Fields

Name Description
ClientUnsynchronized

Server and clients can change the value of the SyncType. When changed by client the value is not sent to the server.

ServerOnly

Only the server can change the value of the SyncType.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Namespace FishNet.Object.Synchronizing

Namespace FishNet.Object.Synchronizing

Classes

ByteSyncVar

Implements features specific for a typed SyncVar.

DoubleSyncVar

Implements features specific for a typed SyncVar.

FloatSyncVar

Implements features specific for a typed SyncVar.

IntSyncVar

Implements features specific for a typed SyncVar.

LongSyncVar

Implements features specific for a typed SyncVar.

SbyteSyncVar

Implements features specific for a typed SyncVar.

ShortSyncVar

Implements features specific for a typed SyncVar.

SyncDictionary<TKey, TValue>

SyncHashSet<T>

SyncList<T>

SyncObjectAttribute

Synchronizes collections or objects from the server to clients. Can be used with custom SyncObjects. Value must be changed on server.

SyncStopwatch

A SyncObject to efficiently synchronize Stopwatchs over the network.

SyncTimer

A SyncObject to efficiently synchronize timers over the network.

SyncVarAttribute

Synchronizes a variable from server to clients automatically. Value must be changed on server.

UIntSyncVar

Implements features specific for a typed SyncVar.

ULongSyncVar

Implements features specific for a typed SyncVar.

UShortSyncVar

Implements features specific for a typed SyncVar.

Vector2IntSyncVar

Implements features specific for a typed SyncVar.

Vector2SyncVar

Implements features specific for a typed SyncVar.

Vector3IntSyncVar

Implements features specific for a typed SyncVar.

Vector3SyncVar

Implements features specific for a typed SyncVar.

Vector4SyncVar

Implements features specific for a typed SyncVar.

Structs

SyncTypeSettings

Settings which can be passed into SyncTypes.

Interfaces

ICustomSync

Custom SyncObjects must inherit from SyncBase and implement this interface.

Enums

ReadPermission

Which clients may receive synchronization updates.

SyncStopwatchOperation

SyncTimerOperation

WritePermission

Which clients or server may write updates.

Delegates

SyncStopwatch.SyncTypeChanged

Delegate signature for when the Stopwatch operation occurs.

SyncTimer.SyncTypeChanged

Delegate signature for when the timer operation occurs.


Class TargetRpcAttribute

Class TargetRpcAttribute

TargetRpc methods will send messages to a single client.

Inheritance
System.Object
System.Attribute
TargetRpcAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
RpcAttribute.RunLocally
RpcAttribute.DataLength
RpcAttribute.OrderType
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
public class TargetRpcAttribute : RpcAttribute, _Attribute

Fields

ExcludeServer

True to prevent the connection from receiving this Rpc if they are also server.

Declaration
public bool ExcludeServer
Field Value
Type Description
System.Boolean

Logging

Type of logging to use when the IsServer check fails.

Declaration
public LoggingType Logging
Field Value
Type Description
LoggingType

ValidateTarget

True to validate the target is possible and output debug when not. Use this field with caution as it may create undesired results when set to false.

Declaration
public bool ValidateTarget
Field Value
Type Description
System.Boolean

Implements

System.Runtime.InteropServices._Attribute

Struct TransformProperties

Struct TransformProperties

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public struct TransformProperties

Constructors

TransformProperties(Vector3, Quaternion, Vector3)

Declaration
public TransformProperties(Vector3 position, Quaternion rotation, Vector3 localScale)
Parameters
Type Name Description
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation
UnityEngine.Vector3 localScale

Fields

LocalScale

Declaration
public Vector3 LocalScale
Field Value
Type Description
UnityEngine.Vector3

Position

Declaration
public Vector3 Position
Field Value
Type Description
UnityEngine.Vector3

Rotation

Declaration
public Quaternion Rotation
Field Value
Type Description
UnityEngine.Quaternion

Methods

Add(TransformProperties)

Adds another transformProperties onto this.

Declaration
public void Add(TransformProperties tp)
Parameters
Type Name Description
TransformProperties tp

Reset()

Declaration
public void Reset()

Subtract(TransformProperties)

Subtracts another transformProperties from this.

Declaration
public void Subtract(TransformProperties tp)
Parameters
Type Name Description
TransformProperties tp

Update(TransformProperties)

Declaration
public void Update(TransformProperties tp)
Parameters
Type Name Description
TransformProperties tp

Update(Transform)

Declaration
public void Update(Transform t)
Parameters
Type Name Description
UnityEngine.Transform t

Update(Vector3, Quaternion)

Declaration
public void Update(Vector3 position, Quaternion rotation)
Parameters
Type Name Description
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation

Update(Vector3, Quaternion, Vector3)

Declaration
public void Update(Vector3 position, Quaternion rotation, Vector3 localScale)
Parameters
Type Name Description
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation
UnityEngine.Vector3 localScale

ValuesEquals(TransformProperties)

Returns if this TransformProperties equals anothers values.

Declaration
public bool ValuesEquals(TransformProperties properties)
Parameters
Type Name Description
TransformProperties properties
Returns
Type Description
System.Boolean

Class TransformPropertiesCls

Class TransformPropertiesCls

Inheritance
System.Object
TransformPropertiesCls
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[Serializable]
public class TransformPropertiesCls : IResettable

Constructors

TransformPropertiesCls()

Declaration
public TransformPropertiesCls()

TransformPropertiesCls(Vector3, Quaternion, Vector3)

Declaration
public TransformPropertiesCls(Vector3 position, Quaternion rotation, Vector3 localScale)
Parameters
Type Name Description
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation
UnityEngine.Vector3 localScale

Fields

LocalScale

Declaration
public Vector3 LocalScale
Field Value
Type Description
UnityEngine.Vector3

Position

Declaration
public Vector3 Position
Field Value
Type Description
UnityEngine.Vector3

Rotation

Declaration
public Quaternion Rotation
Field Value
Type Description
UnityEngine.Quaternion

Methods

InitializeState()

Declaration
public void InitializeState()

ResetState()

Declaration
public void ResetState()

ToStruct()

Returns this classes values as the struct version of TransformProperties.

Declaration
public TransformProperties ToStruct()
Returns
Type Description
TransformProperties

Update(TransformProperties)

Declaration
public void Update(TransformProperties tp)
Parameters
Type Name Description
TransformProperties tp

Update(TransformPropertiesCls)

Declaration
public void Update(TransformPropertiesCls tp)
Parameters
Type Name Description
TransformPropertiesCls tp

Update(Transform)

Declaration
public void Update(Transform t)
Parameters
Type Name Description
UnityEngine.Transform t

Update(Vector3, Quaternion)

Declaration
public void Update(Vector3 position, Quaternion rotation)
Parameters
Type Name Description
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation

Update(Vector3, Quaternion, Vector3)

Declaration
public void Update(Vector3 position, Quaternion rotation, Vector3 localScale)
Parameters
Type Name Description
UnityEngine.Vector3 position
UnityEngine.Quaternion rotation
UnityEngine.Vector3 localScale

ValuesEquals(TransformPropertiesCls)

Returns if this TransformProperties equals anothers values.

Declaration
public bool ValuesEquals(TransformPropertiesCls properties)
Parameters
Type Name Description
TransformPropertiesCls properties
Returns
Type Description
System.Boolean

Implements

IResettable

Enum TransformPropertiesFlag

Enum TransformPropertiesFlag

Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[Flags]
public enum TransformPropertiesFlag : byte

Fields

Name Description
Everything
LocalScale
Position
Rotation
Unset

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)
TransformPropertiesOptionExtensions.FastContains(TransformPropertiesFlag)

Class TransformPropertiesOptionExtensions

Class TransformPropertiesOptionExtensions

Inheritance
System.Object
TransformPropertiesOptionExtensions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
public static class TransformPropertiesOptionExtensions

Methods

FastContains(TransformPropertiesFlag, TransformPropertiesFlag)

Returns if enum contains a value.

Declaration
public static bool FastContains(this TransformPropertiesFlag whole, TransformPropertiesFlag part)
Parameters
Type Name Description
TransformPropertiesFlag whole

Value checked against.

TransformPropertiesFlag part

Value checked if whole contains.

Returns
Type Description
System.Boolean

Namespace FishNet.Object

Namespace FishNet.Object

Classes

ClientAttribute

Prevents this method from running if client is not active.

EmptyNetworkBehaviour

This may be added at runtime to find objects without any network scripts, beneath a NetworkObject.

GlobalPreserveOwnedObjects

Place this component on your NetworkManager object to remove ownership of objects for a disconnecting client. This prevents any owned object from being despawned when the owner disconnects.

NetworkBehaviour

Scripts which inherit from NetworkBehaviour can be used to gain insight of, and perform actions on the network.

NetworkObject

NetworkObjectIdComparer

NetworkPreserveOwnedObjects

Place this component on NetworkObjects you wish to remove ownership on for a disconnecting owner. This prevents the object from being despawned when the owner disconnects.

ObserversRpcAttribute

ObserversRpc methods will send messages to all observers.

ReplicateStateExtensions

RpcAttribute

ServerAttribute

Prevents a method from running if server is not active.

Can only be used inside a NetworkBehaviour

ServerRpcAttribute

ServerRpc methods will send messages to the server.

TargetRpcAttribute

TargetRpc methods will send messages to a single client.

TransformPropertiesCls

TransformPropertiesOptionExtensions

Structs

TransformProperties

Enums

DataOrderType

DespawnType

ReplicateState

TransformPropertiesFlag

Delegates

NetworkObject.HostVisibilityUpdatedDelegate


Enum HostVisibilityUpdateTypes

Enum HostVisibilityUpdateTypes

Namespace: FishNet.Observing
Assembly: FishNet.Runtime.dll
Syntax
[Flags]
public enum HostVisibilityUpdateTypes : byte

Fields

Name Description
Manager

Include this flag to update manager.

Spawned

Include this flag to update spawned.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Enum NetworkObserver.ConditionOverrideType

Enum NetworkObserver.ConditionOverrideType

How ObserverManager conditions are used.

Namespace: FishNet.Observing
Assembly: FishNet.Runtime.dll
Syntax
public enum ConditionOverrideType

Fields

Name Description
AddMissing

Keep current conditions, add new conditions from manager.

IgnoreManager

Keep current conditions, ignore manager conditions.

UseManager

Replace current conditions with manager conditions.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class NetworkObserver

Class NetworkObserver

Controls which clients can see and get messages for an object.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
NetworkObserver
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Observing
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[RequireComponent(typeof(NetworkObject))]
[AddComponentMenu("FishNet/Component/NetworkObserver")]
public sealed class NetworkObserver : MonoBehaviour

Properties

ObserverConditions

Conditions connections must met to be added as an observer. Multiple conditions may be used.

Declaration
public IReadOnlyList<ObserverCondition> ObserverConditions { get; }
Property Value
Type Description
System.Collections.Generic.IReadOnlyList<ObserverCondition>

OverrideType

How ObserverManager conditions are used.

Declaration
public NetworkObserver.ConditionOverrideType OverrideType { get; }
Property Value
Type Description
NetworkObserver.ConditionOverrideType

UpdateHostVisibility

True to update visibility for clientHost based on if they are an observer or not.

Declaration
public bool UpdateHostVisibility { get; }
Property Value
Type Description
System.Boolean

Methods

GetObserverCondition<T>()

Returns a condition if found within Conditions.

Declaration
public ObserverCondition GetObserverCondition<T>()
    where T : ObserverCondition
Returns
Type Description
ObserverCondition
Type Parameters
Name Description
T

SetUpdateHostVisibility(Boolean)

Sets a new value for UpdateHostVisibility. This does not immediately update renderers. You may need to combine with NetworkObject.SetRenderersVisible(bool).

Declaration
public void SetUpdateHostVisibility(bool value)
Parameters
Type Name Description
System.Boolean value

New value.


Class ObserverCondition

Class ObserverCondition

Condition a connection must meet to be added as an observer. This class can be inherited from for custom conditions.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
ObserverCondition
Implements
IOrderable
Inherited Members
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Observing
Assembly: FishNet.Runtime.dll
Syntax
public abstract class ObserverCondition : ScriptableObject, IOrderable

Fields

NetworkObject

NetworkObject this condition is for.

Declaration
[HideInInspector]
public NetworkObject NetworkObject
Field Value
Type Description
NetworkObject

Properties

Order

Order in which conditions are added to the NetworkObserver. Lower values will added first, resulting in the condition being checked first. Timed conditions will never check before non-timed conditions.

Declaration
public int Order { get; }
Property Value
Type Description
System.Int32

Methods

ConditionMet(NetworkConnection, Boolean, out Boolean)

Returns if the object which this condition resides should be visible to connection.

Declaration
public abstract bool ConditionMet(NetworkConnection connection, bool currentlyAdded, out bool notProcessed)
Parameters
Type Name Description
NetworkConnection connection

Connection which the condition is being checked for.

System.Boolean currentlyAdded

True if the connection currently has visibility of this object.

System.Boolean notProcessed

True if the condition was not processed. This can be used to skip processing for performance. While output as true this condition result assumes the previous ConditionMet value.

Returns
Type Description
System.Boolean

Deinitialize(Boolean)

Deinitializes this script.

Declaration
public virtual void Deinitialize(bool destroyed)
Parameters
Type Name Description
System.Boolean destroyed

True if the object is being destroyed, false if being despawned. An object may deinitialize for despawn, then destroy after.

GetConditionType()

Type of condition this is. Certain types are handled different, such as Timed which are checked for changes at timed intervals.

Declaration
public abstract ObserverConditionType GetConditionType()
Returns
Type Description
ObserverConditionType

GetIsEnabled()

Gets the enabled state of this condition.

Declaration
public bool GetIsEnabled()
Returns
Type Description
System.Boolean

Initialize(NetworkObject)

Initializes this script for use.

Declaration
public virtual void Initialize(NetworkObject networkObject)
Parameters
Type Name Description
NetworkObject networkObject

NetworkObject this condition is initializing for.

SetIsEnabled(Boolean)

Sets the enabled state of this condition. If the state has changed observers will be rebuilt for this object.

Declaration
public void SetIsEnabled(bool value)
Parameters
Type Name Description
System.Boolean value

Implements

IOrderable

Enum ObserverConditionType

Enum ObserverConditionType

How a condition is handled. This is intentionally not set as flags.

Namespace: FishNet.Observing
Assembly: FishNet.Runtime.dll
Syntax
public enum ObserverConditionType : byte

Fields

Name Description
Normal

Condition is checked only when changed.

Timed

Condition requires checks at regular intervals. The intervals are handled internally.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Namespace FishNet.Observing

Namespace FishNet.Observing

Classes

NetworkObserver

Controls which clients can see and get messages for an object.

ObserverCondition

Condition a connection must meet to be added as an observer. This class can be inherited from for custom conditions.

Enums

HostVisibilityUpdateTypes

NetworkObserver.ConditionOverrideType

How ObserverManager conditions are used.

ObserverConditionType

How a condition is handled. This is intentionally not set as flags.


Enum AutoPackType

Enum AutoPackType

How to pack data when using serialization.

Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public enum AutoPackType

Fields

Name Description
Packed

Data will be compressed to use the least amount of data possible.

PackedLess

Data will be compressed but not as much as Packed.

Unpacked

Data will not be compressed.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Enum DeltaSerializerOption

Enum DeltaSerializerOption

Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
[Flags]
public enum DeltaSerializerOption : ulong

Fields

Name Description
FullSerialize
RootSerialize
Unset

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)
DeltaSerializerOptionExtensions.FastContains(DeltaSerializerOption)

Class DeltaSerializerOptionExtensions

Class DeltaSerializerOptionExtensions

Inheritance
System.Object
DeltaSerializerOptionExtensions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public static class DeltaSerializerOptionExtensions

Methods

FastContains(DeltaSerializerOption, DeltaSerializerOption)

Declaration
public static bool FastContains(this DeltaSerializerOption whole, DeltaSerializerOption part)
Parameters
Type Name Description
DeltaSerializerOption whole
DeltaSerializerOption part
Returns
Type Description
System.Boolean

Class PooledReader

Class PooledReader

Reader which is reused to save on garbage collection and performance.

Inheritance
System.Object
PooledReader
Implements
IResettable
Inherited Members
Reader.Source
Reader.Capacity
Reader.NetworkManager
Reader.Offset
Reader.Position
Reader.Length
Reader.Remaining
Reader.NetworkConnection
Reader.ToString()
Reader.ToString(Int32, Int32)
Reader.RemainingToString()
Reader.GetRemainingData()
Reader.ReadDictionaryAllocated<TKey, TValue>()
Reader.Skip(Int32)
Reader.Clear()
Reader.GetArraySegmentBuffer()
Reader.GetByteBuffer()
Reader.GetBuffer()
Reader.GetByteBufferAllocated()
Reader.GetBufferAllocated()
Reader.BlockCopy(Byte[], Int32, Int32)
Reader.ReadByte()
Reader.ReadUInt8Unpacked()
Reader.ReadBytesAllocated(Int32)
Reader.ReadBytes(Byte[], Int32)
Reader.ReadUInt8Array(Byte[], Int32)
Reader.ReadArraySegment(Int32)
Reader.ReadSByte()
Reader.ReadInt8Unpacked()
Reader.ReadChar()
Reader.ReadBoolean()
Reader.ReadUInt16Unpacked()
Reader.ReadUInt16()
Reader.ReadInt16Unpacked()
Reader.ReadInt16()
Reader.ReadUInt32Unpacked()
Reader.ReadUInt32()
Reader.ReadInt32Unpacked()
Reader.ReadInt32()
Reader.ReadInt64Unpacked()
Reader.ReadInt64()
Reader.ReadUInt64Unpacked()
Reader.ReadUInt64()
Reader.ReadSingleUnpacked()
Reader.ReadSingle()
Reader.ReadDoubleUnpacked()
Reader.ReadDouble()
Reader.ReadDecimalUnpacked()
Reader.ReadDecimal()
Reader.ReadString()
Reader.ReadBytesAndSizeAllocated()
Reader.ReadUInt8ArrayAndSizeAllocated()
Reader.ReadBytesAndSize(Byte[])
Reader.ReadUInt8ArrayAndSize(Byte[])
Reader.ReadArraySegmentAndSize()
Reader.ReadVector2Unpacked()
Reader.ReadVector2()
Reader.ReadVector3Unpacked()
Reader.ReadVector3()
Reader.ReadVector4Unpacked()
Reader.ReadVector4()
Reader.ReadVector2IntUnpacked()
Reader.ReadVector2Int()
Reader.ReadVector3IntUnpacked()
Reader.ReadVector3Int()
Reader.ReadColorUnpacked()
Reader.ReadColor()
Reader.ReadColor32()
Reader.ReadQuaternionUnpacked()
Reader.ReadQuaternion64()
Reader.ReadQuaternion32()
Reader.ReadRectUnpacked()
Reader.ReadRect()
Reader.ReadPlaneUnpacked()
Reader.ReadPlane()
Reader.ReadRayUnpacked()
Reader.ReadRay()
Reader.ReadRay2DUnpacked()
Reader.ReadRay2D()
Reader.ReadMatrix4x4Unpacked()
Reader.ReadMatrix4x4()
Reader.ReadUInt8ArrayAllocated(Int32)
Reader.ReadGuid()
Reader.ReadTickUnpacked()
Reader.ReadGameObject()
Reader.ReadTransform()
Reader.ReadNetworkObject()
Reader.ReadNetworkObject(Int32, HashSet<Int32>)
Reader.ReadNetworkObjectId()
Reader.ReadNetworkBehaviour(Int32, Byte, HashSet<Int32>)
Reader.ReadNetworkBehaviour()
Reader.ReadNetworkBehaviourId()
Reader.ReadDateTime()
Reader.ReadChannel()
Reader.ReadNetworkConnectionId()
Reader.ReadLayerMask()
Reader.ReadNetworkConnection()
Reader.ZigZagDecode(UInt64)
Reader.ReadSignedPackedWhole()
Reader.ReadUnsignedPackedWhole()
Reader.ReadListAllocated<T>()
Reader.ReadList<T>(List<T>, Boolean)
Reader.ReadArrayAllocated<T>()
Reader.ReadArray<T>(T[])
Reader.Read<T>()
Reader.ReadSubStream()
Reader.ReadDeltaBoolean(Boolean)
Reader.ReadDeltaInt8(SByte)
Reader.ReadDeltaUInt8(Byte)
Reader.ReadDeltaInt16(Int16)
Reader.ReadDeltaUInt16(UInt16)
Reader.ReadDeltaInt32(Int32)
Reader.ReadDeltaUInt32(UInt32)
Reader.ReadDeltaInt64(Int64)
Reader.ReadDeltaUInt64(UInt64)
Reader.ReadUDeltaSingle(Single)
Reader.ReadUDeltaDouble(Double)
Reader.ReadDeltaDecimal(Decimal)
Reader.ReadUDeltaDecimal(Decimal)
Reader.WriteDeltaNetworkBehaviour(NetworkBehaviour)
Reader.ReadDeltaQuaternion(Quaternion)
Reader.ReadDeltaVector2(Vector2)
Reader.ReadDeltaVector3(Vector3)
Reader.ReadDelta<T>(T)
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public sealed class PooledReader : Reader, IResettable

Constructors

PooledReader()

Declaration
public PooledReader()

Methods

InitializeState()

Declaration
public void InitializeState()

ResetState()

Declaration
public void ResetState()

Store()

Declaration
public void Store()

Implements

IResettable

Extension Methods

RigidbodyStateSerializers.ReadRigidbodyState(Reader)
RigidbodyStateSerializers.ReadRigidbody2DState(Reader)
PredictionigidbodySerializers.ReadEntryData(Reader)
PredictionigidbodySerializers.ReadPredictionRigidbody(Reader)
PredictionigidbodySerializers.ReadDeltaEntryData(Reader)
PredictionigidbodySerializers.ReadDeltaPredictionRigidbody(Reader)
PredictionRigidbody2D2DSerializers.ReadForceData(Reader)
PredictionRigidbody2D2DSerializers.ReadPredictionRigidbody2D(Reader)
PreciseTickSerializer.ReadPreciseTick(Reader)

Class PooledWriter

Class PooledWriter

Writer which is reused to save on garbage collection and performance.

Inheritance
System.Object
PooledWriter
Implements
IResettable
Inherited Members
Writer.WriteSubStream(SubStream)
Writer.Capacity
Writer.Position
Writer.Length
Writer.NetworkManager
Writer.UNSET_COLLECTION_SIZE_VALUE
Writer.ToString()
Writer.ToString(Int32, Int32)
Writer.Reset(NetworkManager)
Writer.WriteDictionary<TKey, TValue>(Dictionary<TKey, TValue>)
Writer.EnsureBufferCapacity(Int32)
Writer.EnsureBufferLength(Int32)
Writer.GetBuffer()
Writer.GetArraySegment()
Writer.Reserve(Int32)
Writer.Skip(Int32)
Writer.FastInsertUInt8Unpacked(Byte, Int32)
Writer.InsertUInt8Unpacked(Byte, Int32)
Writer.InsertUInt16Unpacked(UInt16, Int32)
Writer.InsertInt32Unpacked(Int32, Int32)
Writer.InsertUInt32Unpacked(UInt32, Int32)
Writer.WriteByte(Byte)
Writer.WriteUInt8Unpacked(Byte)
Writer.WriteBytes(Byte[], Int32, Int32)
Writer.WriteUInt8Array(Byte[], Int32, Int32)
Writer.WriteBytesAndSize(Byte[], Int32, Int32)
Writer.WriteUInt8ArrayAndSize(Byte[], Int32, Int32)
Writer.WriteBytesAndSize(Byte[])
Writer.WriteUInt8ArrayAndSize(Byte[])
Writer.WriteSByte(SByte)
Writer.WriteInt8Unpacked(SByte)
Writer.WriteChar(Char)
Writer.WriteBoolean(Boolean)
Writer.WriteUInt16Unpacked(UInt16)
Writer.WriteUInt16(UInt16)
Writer.WriteInt16Unpacked(Int16)
Writer.WriteInt16(Int16)
Writer.WriteInt32Unpacked(Int32)
Writer.WriteInt32(Int32)
Writer.WriteUInt32Unpacked(UInt32)
Writer.WriteUInt32(UInt32)
Writer.WriteUInt64Unpacked(UInt64)
Writer.WriteUInt64(UInt64)
Writer.WriteInt64Unpacked(Int64)
Writer.WriteInt64(Int64)
Writer.WriteSingleUnpacked(Single)
Writer.WriteSingle(Single)
Writer.WriteDoubleUnpacked(Double)
Writer.WriteDouble(Double)
Writer.WriteDecimalUnpacked(Decimal)
Writer.WriteDecimal(Decimal)
Writer.WriteString(String)
Writer.WriteArraySegmentAndSize(ArraySegment<Byte>)
Writer.WriteArraySegment(ArraySegment<Byte>)
Writer.WriteVector2Unpacked(Vector2)
Writer.WriteVector2(Vector2)
Writer.WriteVector3Unpacked(Vector3)
Writer.WriteVector3(Vector3)
Writer.WriteVector4Unpacked(Vector4)
Writer.WriteVector4(Vector4)
Writer.WriteVector2IntUnpacked(Vector2Int)
Writer.WriteVector2Int(Vector2Int)
Writer.WriteVector3IntUnpacked(Vector3Int)
Writer.WriteVector3Int(Vector3Int)
Writer.WriteColorUnpacked(Color)
Writer.WriteColor(Color)
Writer.WriteColor32(Color32)
Writer.WriteQuaternionUnpacked(Quaternion)
Writer.WriteQuaternion64(Quaternion)
Writer.WriteQuaternion32(Quaternion)
Writer.WriteRectUnpacked(Rect)
Writer.WriteRect(Rect)
Writer.WritePlaneUnpacked(Plane)
Writer.WritePlane(Plane)
Writer.WriteRayUnpacked(Ray)
Writer.WriteRay(Ray)
Writer.WriteRay2DUnpacked(Ray2D)
Writer.WriteRay2D(Ray2D)
Writer.WriteMatrix4x4Unpacked(Matrix4x4)
Writer.WriteMatrix4x4(Matrix4x4)
Writer.WriteGuidAllocated(Guid)
Writer.WriteTickUnpacked(UInt32)
Writer.WriteGameObject(GameObject)
Writer.WriteTransform(Transform)
Writer.WriteNetworkObjectId(NetworkObject)
Writer.WriteNetworkObject(NetworkObject)
Writer.WriteNetworkObjectId(Int32)
Writer.WriteNetworkBehaviour(NetworkBehaviour)
Writer.WriteNetworkBehaviourId(NetworkBehaviour)
Writer.WriteDateTime(DateTime)
Writer.WriteChannel(Channel)
Writer.WriteLayerMask(LayerMask)
Writer.WriteNetworkConnection(NetworkConnection)
Writer.WriteNetworkConnectionId(Int32)
Writer.WriteList<T>(List<T>)
Writer.ZigZagEncode(UInt64)
Writer.WriteSignedPackedWhole(Int64)
Writer.WriteUnsignedPackedWhole(UInt64)
Writer.WriteList<T>(List<T>, Int32, Int32)
Writer.WriteList<T>(List<T>, Int32)
Writer.WriteArray<T>(T[], Int32, Int32)
Writer.WriteArray<T>(T[], Int32)
Writer.WriteArray<T>(T[])
Writer.Write<T>(T)
Writer.WriteDeltaBoolean(Boolean, Boolean)
Writer.WriteDeltaInt8(SByte, SByte)
Writer.WriteDeltaUInt8(Byte, Byte)
Writer.WriteDeltaInt16(Int16, Int16)
Writer.WriteDeltaUInt16(UInt16, UInt16)
Writer.WriteDeltaInt32(Int32, Int32)
Writer.WriteDeltaUInt32(UInt32, UInt32)
Writer.WriteDeltaInt64(Int64, Int64)
Writer.WriteDeltaUInt64(UInt64, UInt64)
Writer.WriteUDeltaSingle(Single, Single)
Writer.WriteUDeltaDouble(Double, Double)
Writer.WriteUDeltaDecimal(Decimal, Decimal)
Writer.WriteDeltaNetworkBehaviour(NetworkBehaviour, NetworkBehaviour)
Writer.WriteDeltaQuaternion(Quaternion, Quaternion)
Writer.WriteDeltaVector2(Vector2, Vector2)
Writer.WriteDeltaVector3(Vector3, Vector3)
Writer.WriteDelta<T>(T, T, DeltaSerializerOption)
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public sealed class PooledWriter : Writer, IResettable

Methods

InitializeState()

Declaration
public void InitializeState()

ResetState()

Declaration
public void ResetState()

Store()

Declaration
public void Store()

StoreLength()

Declaration
public void StoreLength()

Implements

IResettable

Extension Methods

RigidbodyStateSerializers.WriteRigidbodyState(Writer, RigidbodyState)
RigidbodyStateSerializers.WriteRigidbody2DState(Writer, Rigidbody2DState)
PredictionigidbodySerializers.WriteEntryData(Writer, PredictionRigidbody.EntryData)
PredictionigidbodySerializers.WritePredictionRigidbody(Writer, PredictionRigidbody)
PredictionigidbodySerializers.WriteDeltaEntryData(Writer, PredictionRigidbody.EntryData)
PredictionigidbodySerializers.WriteDeltaPredictionRigidbody(Writer, PredictionRigidbody)
PredictionRigidbody2D2DSerializers.WriteForceData(Writer, PredictionRigidbody2D.EntryData)
PredictionRigidbody2D2DSerializers.WritePredictionRigidbody2D(Writer, PredictionRigidbody2D)
PreciseTickSerializer.WritePreciseTick(Writer, PreciseTick)

Enum Reader.DataSource

Enum Reader.DataSource

Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public enum DataSource

Fields

Name Description
Client
Server
Unset

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class Reader

Class Reader

Reads data from a buffer.

Inheritance
System.Object
Reader
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public class Reader

Constructors

Reader()

Declaration
public Reader()

Reader(ArraySegment<Byte>, NetworkManager, NetworkConnection, Reader.DataSource)

Declaration
public Reader(ArraySegment<byte> segment, NetworkManager networkManager, NetworkConnection networkConnection = null, Reader.DataSource source = Reader.DataSource.Unset)
Parameters
Type Name Description
System.ArraySegment<System.Byte> segment
NetworkManager networkManager
NetworkConnection networkConnection
Reader.DataSource source

Reader(Byte[], NetworkManager, NetworkConnection, Reader.DataSource)

Declaration
public Reader(byte[] bytes, NetworkManager networkManager, NetworkConnection networkConnection = null, Reader.DataSource source = Reader.DataSource.Unset)
Parameters
Type Name Description
System.Byte[] bytes
NetworkManager networkManager
NetworkConnection networkConnection
Reader.DataSource source

Fields

NetworkManager

NetworkManager for this reader. Used to lookup objects.

Declaration
public NetworkManager NetworkManager
Field Value
Type Description
NetworkManager

Position

Position for the next read.

Declaration
public int Position
Field Value
Type Description
System.Int32

Source

Which part of the network the data came from.

Declaration
public Reader.DataSource Source
Field Value
Type Description
Reader.DataSource

Properties

Capacity

Capacity of the buffer.

Declaration
public int Capacity { get; }
Property Value
Type Description
System.Int32

Length

Total number of bytes available within the buffer.

Declaration
public int Length { get; }
Property Value
Type Description
System.Int32

NetworkConnection

NetworkConnection that this data came from. Value may not always be set.

Declaration
public NetworkConnection NetworkConnection { get; }
Property Value
Type Description
NetworkConnection

Offset

Offset within the buffer when the reader was created.

Declaration
public int Offset { get; }
Property Value
Type Description
System.Int32

Remaining

Bytes remaining to be read. This value is Length - Position.

Declaration
public int Remaining { get; }
Property Value
Type Description
System.Int32

Methods

BlockCopy(ref Byte[], Int32, Int32)

BlockCopies data from the reader to target and advances reader.

Declaration
public void BlockCopy(ref byte[] target, int targetOffset, int count)
Parameters
Type Name Description
System.Byte[] target
System.Int32 targetOffset
System.Int32 count

Clear()

Clears remaining bytes to be read.

Declaration
public void Clear()

GetArraySegmentBuffer()

Returns the buffer as an ArraySegment.

Declaration
public ArraySegment<byte> GetArraySegmentBuffer()
Returns
Type Description
System.ArraySegment<System.Byte>

GetBuffer()

Returns the buffer as bytes. This does not trim excessive bytes.

Declaration
public byte[] GetBuffer()
Returns
Type Description
System.Byte[]

GetBufferAllocated()

Returns the buffer as bytes and allocates into a new array.

Declaration
[Obsolete("Use GetBufferAllocated().")]
public byte[] GetBufferAllocated()
Returns
Type Description
System.Byte[]

GetByteBuffer()

Declaration
[Obsolete("Use GetBuffer.")]
public byte[] GetByteBuffer()
Returns
Type Description
System.Byte[]

GetByteBufferAllocated()

Declaration
[Obsolete("Use GetBufferAllocated().")]
public byte[] GetByteBufferAllocated()
Returns
Type Description
System.Byte[]

GetRemainingData()

Returns remaining data as an ArraySegment.

Declaration
public ArraySegment<byte> GetRemainingData()
Returns
Type Description
System.ArraySegment<System.Byte>

Read<T>()

Reads any supported type as packed.

Declaration
public T Read<T>()
Returns
Type Description
T
Type Parameters
Name Description
T

ReadArray<T>(ref T[])

Reads into collection and returns amount read.

Declaration
public int ReadArray<T>(ref T[] collection)
Parameters
Type Name Description
T[] collection
Returns
Type Description
System.Int32
Type Parameters
Name Description
T

ReadArrayAllocated<T>()

Reads an array.

Declaration
public T[] ReadArrayAllocated<T>()
Returns
Type Description
T[]
Type Parameters
Name Description
T

ReadArraySegment(Int32)

Creates an ArraySegment by reading a number of bytes from position.

Declaration
public ArraySegment<byte> ReadArraySegment(int count)
Parameters
Type Name Description
System.Int32 count
Returns
Type Description
System.ArraySegment<System.Byte>

ReadArraySegmentAndSize()

Reads bytes and size and returns as an ArraySegment.

Declaration
public ArraySegment<byte> ReadArraySegmentAndSize()
Returns
Type Description
System.ArraySegment<System.Byte>

ReadBoolean()

Reads a boolean.

Declaration
public bool ReadBoolean()
Returns
Type Description
System.Boolean

ReadByte()

Declaration
[Obsolete("Use ReadUInt8Unpacked.")]
public byte ReadByte()
Returns
Type Description
System.Byte

ReadBytes(ref Byte[], Int32)

Declaration
[Obsolete("Use ReadUInt8Array.")]
public void ReadBytes(ref byte[] buffer, int count)
Parameters
Type Name Description
System.Byte[] buffer
System.Int32 count

ReadBytesAllocated(Int32)

Declaration
[Obsolete("Use ReadUInt8ArrayAllocated.")]
public byte[] ReadBytesAllocated(int count)
Parameters
Type Name Description
System.Int32 count
Returns
Type Description
System.Byte[]

ReadBytesAndSize(ref Byte[])

Declaration
[Obsolete("Use ReadUInt8ArrayAndSize.")]
public int ReadBytesAndSize(ref byte[] target)
Parameters
Type Name Description
System.Byte[] target
Returns
Type Description
System.Int32

ReadBytesAndSizeAllocated()

Declaration
[Obsolete("Use ReadUInt8ArrayAndSizeAllocated.")]
public byte[] ReadBytesAndSizeAllocated()
Returns
Type Description
System.Byte[]

ReadChannel()

Reads a transport channel.

Declaration
public Channel ReadChannel()
Returns
Type Description
Channel

ReadChar()

Reads a char.

Declaration
public char ReadChar()
Returns
Type Description
System.Char

ReadColor()

Reads a color.

Declaration
public Color ReadColor()
Returns
Type Description
UnityEngine.Color

ReadColor32()

Reads a Color32.

Declaration
public Color32 ReadColor32()
Returns
Type Description
UnityEngine.Color32

ReadColorUnpacked()

Reads a color.

Declaration
public Color ReadColorUnpacked()
Returns
Type Description
UnityEngine.Color

ReadDateTime()

Reads a DateTime.

Declaration
public DateTime ReadDateTime()
Returns
Type Description
System.DateTime

ReadDecimal()

Reads a decimal.

Declaration
public decimal ReadDecimal()
Returns
Type Description
System.Decimal

ReadDecimalUnpacked()

Reads a decimal.

Declaration
public decimal ReadDecimalUnpacked()
Returns
Type Description
System.Decimal

ReadDelta<T>(T)

Reads a delta of any time.

Declaration
public T ReadDelta<T>(T prev)
Parameters
Type Name Description
T prev
Returns
Type Description
T
Type Parameters
Name Description
T

ReadDeltaBoolean(Boolean)

Reads a boolean.

Declaration
public bool ReadDeltaBoolean(bool valueA)
Parameters
Type Name Description
System.Boolean valueA
Returns
Type Description
System.Boolean

ReadDeltaDecimal(Decimal)

Reads a difference, appending it onto a value.

Declaration
public decimal ReadDeltaDecimal(decimal valueA)
Parameters
Type Name Description
System.Decimal valueA
Returns
Type Description
System.Decimal

ReadDeltaInt16(Int16)

Reads a difference, appending it onto a value.

Declaration
public short ReadDeltaInt16(short valueA)
Parameters
Type Name Description
System.Int16 valueA
Returns
Type Description
System.Int16

ReadDeltaInt32(Int32)

Reads a difference, appending it onto a value.

Declaration
public int ReadDeltaInt32(int valueA)
Parameters
Type Name Description
System.Int32 valueA
Returns
Type Description
System.Int32

ReadDeltaInt64(Int64)

Reads a difference, appending it onto a value.

Declaration
public long ReadDeltaInt64(long valueA)
Parameters
Type Name Description
System.Int64 valueA
Returns
Type Description
System.Int64

ReadDeltaInt8(SByte)

Reads a difference, appending it onto a value.

Declaration
public sbyte ReadDeltaInt8(sbyte valueA)
Parameters
Type Name Description
System.SByte valueA
Returns
Type Description
System.SByte

ReadDeltaQuaternion(Quaternion)

Reads a difference, appending it onto a value. (not really for Quaternion).

Declaration
public Quaternion ReadDeltaQuaternion(Quaternion valueA)
Parameters
Type Name Description
UnityEngine.Quaternion valueA
Returns
Type Description
UnityEngine.Quaternion

ReadDeltaUInt16(UInt16)

Reads a difference, appending it onto a value.

Declaration
public ushort ReadDeltaUInt16(ushort valueA)
Parameters
Type Name Description
System.UInt16 valueA
Returns
Type Description
System.UInt16

ReadDeltaUInt32(UInt32)

Reads a difference, appending it onto a value.

Declaration
public uint ReadDeltaUInt32(uint valueA)
Parameters
Type Name Description
System.UInt32 valueA
Returns
Type Description
System.UInt32

ReadDeltaUInt64(UInt64)

Reads a difference, appending it onto a value.

Declaration
public ulong ReadDeltaUInt64(ulong valueA)
Parameters
Type Name Description
System.UInt64 valueA
Returns
Type Description
System.UInt64

ReadDeltaUInt8(Byte)

Reads a difference, appending it onto a value.

Declaration
public byte ReadDeltaUInt8(byte valueA)
Parameters
Type Name Description
System.Byte valueA
Returns
Type Description
System.Byte

ReadDeltaVector2(Vector2)

Reads a difference, appending it onto a value.

Declaration
public Vector2 ReadDeltaVector2(Vector2 valueA)
Parameters
Type Name Description
UnityEngine.Vector2 valueA
Returns
Type Description
UnityEngine.Vector2

ReadDeltaVector3(Vector3)

Reads a difference, appending it onto a value.

Declaration
public Vector3 ReadDeltaVector3(Vector3 valueA)
Parameters
Type Name Description
UnityEngine.Vector3 valueA
Returns
Type Description
UnityEngine.Vector3

ReadDictionaryAllocated<TKey, TValue>()

Reads a dictionary.

Declaration
public Dictionary<TKey, TValue> ReadDictionaryAllocated<TKey, TValue>()
Returns
Type Description
System.Collections.Generic.Dictionary<TKey, TValue>
Type Parameters
Name Description
TKey
TValue

ReadDouble()

Reads a double.

Declaration
public double ReadDouble()
Returns
Type Description
System.Double

ReadDoubleUnpacked()

Reads a double.

Declaration
public double ReadDoubleUnpacked()
Returns
Type Description
System.Double

ReadGameObject()

Reads a GameObject.

Declaration
public GameObject ReadGameObject()
Returns
Type Description
UnityEngine.GameObject

ReadGuid()

Reads a Guid.

Declaration
public Guid ReadGuid()
Returns
Type Description
System.Guid

ReadInt16()

Reads a uint16.

Declaration
public short ReadInt16()
Returns
Type Description
System.Int16

ReadInt16Unpacked()

Reads a uint16.

Declaration
public short ReadInt16Unpacked()
Returns
Type Description
System.Int16

ReadInt32()

Reads a uint32.

Declaration
public int ReadInt32()
Returns
Type Description
System.Int32

ReadInt32Unpacked()

Reads a uint32.

Declaration
public int ReadInt32Unpacked()
Returns
Type Description
System.Int32

ReadInt64()

Reads a uint64.

Declaration
public long ReadInt64()
Returns
Type Description
System.Int64

ReadInt64Unpacked()

Reads a uint64.

Declaration
public long ReadInt64Unpacked()
Returns
Type Description
System.Int64

ReadInt8Unpacked()

Reads a sbyte.

Declaration
public sbyte ReadInt8Unpacked()
Returns
Type Description
System.SByte

ReadLayerMask()

Reads a LayerMask.

Declaration
public LayerMask ReadLayerMask()
Returns
Type Description
UnityEngine.LayerMask

ReadList<T>(ref List<T>, Boolean)

Reads into collection and returns item count read.

Declaration
public int ReadList<T>(ref List<T> collection, bool allowNullification = false)
Parameters
Type Name Description
System.Collections.Generic.List<T> collection
System.Boolean allowNullification

True to allow the referenced collection to be nullified when receiving a null collection read.

Returns
Type Description
System.Int32

Number of values read into the collection. UNSET is returned if the collection were read as null.

Type Parameters
Name Description
T

ReadListAllocated<T>()

Reads a list with allocations.

Declaration
public List<T> ReadListAllocated<T>()
Returns
Type Description
System.Collections.Generic.List<T>
Type Parameters
Name Description
T

ReadMatrix4x4()

Reads a Matrix4x4.

Declaration
public Matrix4x4 ReadMatrix4x4()
Returns
Type Description
UnityEngine.Matrix4x4

ReadMatrix4x4Unpacked()

Reads a Matrix4x4.

Declaration
public Matrix4x4 ReadMatrix4x4Unpacked()
Returns
Type Description
UnityEngine.Matrix4x4

ReadNetworkBehaviour()

Reads a NetworkBehaviour.

Declaration
public NetworkBehaviour ReadNetworkBehaviour()
Returns
Type Description
NetworkBehaviour

ReadNetworkBehaviour(out Int32, out Byte, HashSet<Int32>)

Reads a NetworkBehaviour.

Declaration
public NetworkBehaviour ReadNetworkBehaviour(out int objectId, out byte componentIndex, HashSet<int> readSpawningObjects = null)
Parameters
Type Name Description
System.Int32 objectId
System.Byte componentIndex
System.Collections.Generic.HashSet<System.Int32> readSpawningObjects

Objects which have been read to be spawned this tick, but may not have spawned yet.

Returns
Type Description
NetworkBehaviour

ReadNetworkBehaviourId()

Reads a NetworkBehaviourId.

Declaration
public byte ReadNetworkBehaviourId()
Returns
Type Description
System.Byte

ReadNetworkConnection()

Reads a NetworkConnection.

Declaration
public NetworkConnection ReadNetworkConnection()
Returns
Type Description
NetworkConnection

ReadNetworkConnectionId()

Reads the Id for a NetworkConnection.

Declaration
public int ReadNetworkConnectionId()
Returns
Type Description
System.Int32

ReadNetworkObject()

Reads a NetworkObject.

Declaration
public NetworkObject ReadNetworkObject()
Returns
Type Description
NetworkObject

ReadNetworkObject(out Int32, HashSet<Int32>)

Reads a NetworkObject.

Declaration
public NetworkObject ReadNetworkObject(out int objectOrPrefabId, HashSet<int> readSpawningObjects = null)
Parameters
Type Name Description
System.Int32 objectOrPrefabId
System.Collections.Generic.HashSet<System.Int32> readSpawningObjects

Objects which have been read to be spawned this tick, but may not have spawned yet.

Returns
Type Description
NetworkObject

ReadNetworkObjectId()

Reads a NetworkObjectId and nothing else.

Declaration
public int ReadNetworkObjectId()
Returns
Type Description
System.Int32

ReadPlane()

Plane.

Declaration
public Plane ReadPlane()
Returns
Type Description
UnityEngine.Plane

ReadPlaneUnpacked()

Plane.

Declaration
public Plane ReadPlaneUnpacked()
Returns
Type Description
UnityEngine.Plane

ReadQuaternion32()

Reads a Quaternion.

Declaration
public Quaternion ReadQuaternion32()
Returns
Type Description
UnityEngine.Quaternion

ReadQuaternion64()

Reads a Quaternion.

Declaration
public Quaternion ReadQuaternion64()
Returns
Type Description
UnityEngine.Quaternion

ReadQuaternionUnpacked()

Reads a Quaternion.

Declaration
public Quaternion ReadQuaternionUnpacked()
Returns
Type Description
UnityEngine.Quaternion

ReadRay()

Reads a Ray.

Declaration
public Ray ReadRay()
Returns
Type Description
UnityEngine.Ray

ReadRay2D()

Reads a Ray.

Declaration
public Ray2D ReadRay2D()
Returns
Type Description
UnityEngine.Ray2D

ReadRay2DUnpacked()

Reads a Ray.

Declaration
public Ray2D ReadRay2DUnpacked()
Returns
Type Description
UnityEngine.Ray2D

ReadRayUnpacked()

Reads a Ray.

Declaration
public Ray ReadRayUnpacked()
Returns
Type Description
UnityEngine.Ray

ReadRect()

Reads a Rect.

Declaration
public Rect ReadRect()
Returns
Type Description
UnityEngine.Rect

ReadRectUnpacked()

Reads a Rect.

Declaration
public Rect ReadRectUnpacked()
Returns
Type Description
UnityEngine.Rect

ReadSByte()

Declaration
[Obsolete("Use ReadInt8Unpacked.")]
public sbyte ReadSByte()
Returns
Type Description
System.SByte

ReadSignedPackedWhole()

Reads a packed whole number and applies zigzag decoding.

Declaration
public long ReadSignedPackedWhole()
Returns
Type Description
System.Int64

ReadSingle()

Reads a single.

Declaration
public float ReadSingle()
Returns
Type Description
System.Single

ReadSingleUnpacked()

Reads a single.

Declaration
public float ReadSingleUnpacked()
Returns
Type Description
System.Single

ReadString()

Reads a string.

Declaration
public string ReadString()
Returns
Type Description
System.String

ReadSubStream()

Reads a substream. Start reading from it with StartReading method.

Declaration
public SubStream ReadSubStream()
Returns
Type Description
SubStream

Returns SubStream

ReadTickUnpacked()

Reads a tick without packing.

Declaration
public uint ReadTickUnpacked()
Returns
Type Description
System.UInt32

ReadTransform()

Reads a Transform.

Declaration
public Transform ReadTransform()
Returns
Type Description
UnityEngine.Transform

ReadUDeltaDecimal(Decimal)

Reads a difference, appending it onto a value.

Declaration
public decimal ReadUDeltaDecimal(decimal valueA)
Parameters
Type Name Description
System.Decimal valueA
Returns
Type Description
System.Decimal

ReadUDeltaDouble(Double)

Reads a difference, appending it onto a value.

Declaration
public double ReadUDeltaDouble(double valueA)
Parameters
Type Name Description
System.Double valueA
Returns
Type Description
System.Double

ReadUDeltaSingle(Single)

Reads a difference, appending it onto a value.

Declaration
public float ReadUDeltaSingle(float valueA)
Parameters
Type Name Description
System.Single valueA
Returns
Type Description
System.Single

ReadUInt16()

Reads an int16.

Declaration
public ushort ReadUInt16()
Returns
Type Description
System.UInt16

ReadUInt16Unpacked()

Reads an int16.

Declaration
public ushort ReadUInt16Unpacked()
Returns
Type Description
System.UInt16

ReadUInt32()

Reads an int32.

Declaration
public uint ReadUInt32()
Returns
Type Description
System.UInt32

ReadUInt32Unpacked()

Reads an int32.

Declaration
public uint ReadUInt32Unpacked()
Returns
Type Description
System.UInt32

ReadUInt64()

Reads an int64.

Declaration
public ulong ReadUInt64()
Returns
Type Description
System.UInt64

ReadUInt64Unpacked()

Reads an int64.

Declaration
public ulong ReadUInt64Unpacked()
Returns
Type Description
System.UInt64

ReadUInt8Array(ref Byte[], Int32)

Read bytes from position into target.

Declaration
public void ReadUInt8Array(ref byte[] buffer, int count)
Parameters
Type Name Description
System.Byte[] buffer

Buffer to read bytes into.

System.Int32 count

Number of bytes to read.

ReadUInt8ArrayAllocated(Int32)

Creates a new byte array and reads bytes into it.

Declaration
public byte[] ReadUInt8ArrayAllocated(int count)
Parameters
Type Name Description
System.Int32 count
Returns
Type Description
System.Byte[]

ReadUInt8ArrayAndSize(ref Byte[])

Reads bytes and size and copies results into target. Returns UNSET if null was written.

Declaration
public int ReadUInt8ArrayAndSize(ref byte[] target)
Parameters
Type Name Description
System.Byte[] target
Returns
Type Description
System.Int32

Bytes read.

ReadUInt8ArrayAndSizeAllocated()

Creates a byte array and reads bytes and size into it.

Declaration
public byte[] ReadUInt8ArrayAndSizeAllocated()
Returns
Type Description
System.Byte[]

ReadUInt8Unpacked()

Reads a byte.

Declaration
public byte ReadUInt8Unpacked()
Returns
Type Description
System.Byte

ReadUnsignedPackedWhole()

Reads a packed whole number.

Declaration
public ulong ReadUnsignedPackedWhole()
Returns
Type Description
System.UInt64

ReadVector2()

Reads a Vector2.

Declaration
public Vector2 ReadVector2()
Returns
Type Description
UnityEngine.Vector2

ReadVector2Int()

Reads a Vector2Int.

Declaration
public Vector2Int ReadVector2Int()
Returns
Type Description
UnityEngine.Vector2Int

ReadVector2IntUnpacked()

Reads a Vector2Int.

Declaration
public Vector2Int ReadVector2IntUnpacked()
Returns
Type Description
UnityEngine.Vector2Int

ReadVector2Unpacked()

Reads a Vector2.

Declaration
public Vector2 ReadVector2Unpacked()
Returns
Type Description
UnityEngine.Vector2

ReadVector3()

Reads a Vector3.

Declaration
public Vector3 ReadVector3()
Returns
Type Description
UnityEngine.Vector3

ReadVector3Int()

Reads a Vector3Int.

Declaration
public Vector3Int ReadVector3Int()
Returns
Type Description
UnityEngine.Vector3Int

ReadVector3IntUnpacked()

Reads a Vector3Int.

Declaration
public Vector3Int ReadVector3IntUnpacked()
Returns
Type Description
UnityEngine.Vector3Int

ReadVector3Unpacked()

Reads a Vector3.

Declaration
public Vector3 ReadVector3Unpacked()
Returns
Type Description
UnityEngine.Vector3

ReadVector4()

Reads a Vector4.

Declaration
public Vector4 ReadVector4()
Returns
Type Description
UnityEngine.Vector4

ReadVector4Unpacked()

Reads a Vector4.

Declaration
public Vector4 ReadVector4Unpacked()
Returns
Type Description
UnityEngine.Vector4

RemainingToString()

Outputs reader to string.

Declaration
public string RemainingToString()
Returns
Type Description
System.String

Skip(Int32)

Skips a number of bytes in the reader.

Declaration
public void Skip(int value)
Parameters
Type Name Description
System.Int32 value

Number of bytes to skip.

ToString()

Outputs reader to string.

Declaration
public override string ToString()
Returns
Type Description
System.String
Overrides
System.Object.ToString()

ToString(Int32, Int32)

Outputs reader to string starting at an index.

Declaration
public string ToString(int offset, int length)
Parameters
Type Name Description
System.Int32 offset
System.Int32 length
Returns
Type Description
System.String

WriteDeltaNetworkBehaviour(NetworkBehaviour)

Reads a delta value.

Declaration
public NetworkBehaviour WriteDeltaNetworkBehaviour(NetworkBehaviour valueA)
Parameters
Type Name Description
NetworkBehaviour valueA
Returns
Type Description
NetworkBehaviour

True if written.

ZigZagDecode(UInt64)

ZigZag decode an integer. Move the sign bit back to the left.

Declaration
public ulong ZigZagDecode(ulong value)
Parameters
Type Name Description
System.UInt64 value
Returns
Type Description
System.UInt64

Extension Methods

RigidbodyStateSerializers.ReadRigidbodyState(Reader)
RigidbodyStateSerializers.ReadRigidbody2DState(Reader)
PredictionigidbodySerializers.ReadEntryData(Reader)
PredictionigidbodySerializers.ReadPredictionRigidbody(Reader)
PredictionigidbodySerializers.ReadDeltaEntryData(Reader)
PredictionigidbodySerializers.ReadDeltaPredictionRigidbody(Reader)
PredictionRigidbody2D2DSerializers.ReadForceData(Reader)
PredictionRigidbody2D2DSerializers.ReadPredictionRigidbody2D(Reader)
PreciseTickSerializer.ReadPreciseTick(Reader)

Class ReaderPool

Class ReaderPool

Collection of PooledReader. Stores and gets PooledReader.

Inheritance
System.Object
ReaderPool
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public static class ReaderPool

Methods

Retrieve(ArraySegment<Byte>, NetworkManager, Reader.DataSource)

Get the next reader in the pool or creates a new one if none are available.

Declaration
public static PooledReader Retrieve(ArraySegment<byte> segment, NetworkManager networkManager, Reader.DataSource source = Reader.DataSource.Unset)
Parameters
Type Name Description
System.ArraySegment<System.Byte> segment
NetworkManager networkManager
Reader.DataSource source
Returns
Type Description
PooledReader

Retrieve(Byte[], NetworkManager, Reader.DataSource)

Get the next reader in the pool

If pool is empty, creates a new Reader

Declaration
public static PooledReader Retrieve(byte[] bytes, NetworkManager networkManager, Reader.DataSource source = Reader.DataSource.Unset)
Parameters
Type Name Description
System.Byte[] bytes
NetworkManager networkManager
Reader.DataSource source
Returns
Type Description
PooledReader

Store(PooledReader)

Puts reader back into pool

Declaration
public static void Store(PooledReader reader)
Parameters
Type Name Description
PooledReader reader

StoreAndDefault(ref PooledReader)

Puts reader back into pool if not null, and nullifies source reference.

Declaration
public static void StoreAndDefault(ref PooledReader reader)
Parameters
Type Name Description
PooledReader reader

Struct SubStream

Struct SubStream

Implements
IResettable
Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public struct SubStream : IResettable

Fields

UNINITIALIZED_LENGTH

Length to use when SubStream is not initialized.

Declaration
public const int UNINITIALIZED_LENGTH = -1
Field Value
Type Description
System.Int32

Properties

Initialized

Is Substream initialized (can be read from or written to)

Declaration
public bool Initialized { readonly get; }
Property Value
Type Description
System.Boolean

Length

Returns Length of substream data

Declaration
public readonly int Length { get; }
Property Value
Type Description
System.Int32

NetworkManager

Returns NetworkManager that Substream was initialized with

Declaration
public readonly NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

Remaining

Returns remaining bytes to read from substream

Declaration
public readonly int Remaining { get; }
Property Value
Type Description
System.Int32

Methods

CreateFromReader(Reader, Int32)

Declaration
public static SubStream CreateFromReader(Reader originalReader, int subStreamLength)
Parameters
Type Name Description
Reader originalReader
System.Int32 subStreamLength
Returns
Type Description
SubStream

InitializeState()

Declaration
public void InitializeState()

ResetReaderToStartPosition()

Resets reader to start position, so you can read data again from start of substream.

Declaration
public void ResetReaderToStartPosition()
Exceptions
Type Condition
System.ArgumentException

ResetState()

Do not forget to call this after:

  • you stopped writing to Substream AND already sent it via RPCs/Broadcasts
  • you stoped reading from it inside RPCs/Broadcast receive event
  • if you use it in Reconcile method, you have dispose SubStream inside Dispose() of IReconcileData struct
Declaration
public void ResetState()

StartReading(out Reader)

Starts reading from substream via Reader class. Do not forget do Dispose() after reading

Declaration
public bool StartReading(out Reader reader)
Parameters
Type Name Description
Reader reader

Reader to read data from

Returns
Type Description
System.Boolean

Returns true, if SubStream is initialized else false

StartWriting(NetworkManager, out PooledWriter, Int32)

Creates SubStream for writing, use this before sending into RPC or Broadcast

Declaration
public static SubStream StartWriting(NetworkManager manager, out PooledWriter writer, int minimumLength = 0)
Parameters
Type Name Description
NetworkManager manager

Need to include network manager for handling of networked IDs

PooledWriter writer
System.Int32 minimumLength

Minimum expected length of data, that will be written

Returns
Type Description
SubStream

Returns writer of SubStream

Implements

IResettable

Class Writer

Class Writer

Writes data to a buffer.

Inheritance
System.Object
Writer
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public class Writer

Fields

Length

Number of bytes writen to the buffer.

Declaration
public int Length
Field Value
Type Description
System.Int32

NetworkManager

NetworkManager associated with this writer. May be null.

Declaration
public NetworkManager NetworkManager
Field Value
Type Description
NetworkManager

Position

Current write position.

Declaration
public int Position
Field Value
Type Description
System.Int32

UNSET_COLLECTION_SIZE_VALUE

Value used when a collection is unset, as in null.

Declaration
public const int UNSET_COLLECTION_SIZE_VALUE = -1
Field Value
Type Description
System.Int32

Properties

Capacity

Capacity of the buffer.

Declaration
public int Capacity { get; }
Property Value
Type Description
System.Int32

Methods

EnsureBufferCapacity(Int32)

Ensures the buffer Capacity is of minimum count.

Declaration
public void EnsureBufferCapacity(int count)
Parameters
Type Name Description
System.Int32 count

EnsureBufferLength(Int32)

Ensure a number of bytes to be available in the buffer from current position.

Declaration
public void EnsureBufferLength(int count)
Parameters
Type Name Description
System.Int32 count

FastInsertUInt8Unpacked(Byte, Int32)

Inserts value at index within the buffer. This method does not perform error checks nor increases Length, Position.

Declaration
[Obsolete("Use InsertUInt8Unpacked.")]
public void FastInsertUInt8Unpacked(byte value, int index)
Parameters
Type Name Description
System.Byte value
System.Int32 index

GetArraySegment()

Returns the used portion of the buffer as an ArraySegment.

Declaration
public ArraySegment<byte> GetArraySegment()
Returns
Type Description
System.ArraySegment<System.Byte>

GetBuffer()

Returns the buffer. The returned value will be the full buffer, even if not all of it is used.

Declaration
public byte[] GetBuffer()
Returns
Type Description
System.Byte[]

InsertInt32Unpacked(Int32, Int32)

Inserts value at index within the buffer. This method does not perform error checks nor increases Length, Position.

Declaration
public void InsertInt32Unpacked(int value, int index)
Parameters
Type Name Description
System.Int32 value
System.Int32 index

InsertUInt16Unpacked(UInt16, Int32)

Inserts value at index within the buffer. This method does not perform error checks nor increases Length, Position.

Declaration
public void InsertUInt16Unpacked(ushort value, int index)
Parameters
Type Name Description
System.UInt16 value
System.Int32 index

InsertUInt32Unpacked(UInt32, Int32)

Inserts value at index within the buffer. This method does not perform error checks nor increases Length, Position.

Declaration
public void InsertUInt32Unpacked(uint value, int index)
Parameters
Type Name Description
System.UInt32 value
System.Int32 index

InsertUInt8Unpacked(Byte, Int32)

Inserts value at index within the buffer. This method does not perform error checks nor increases Length, Position.

Declaration
public void InsertUInt8Unpacked(byte value, int index)
Parameters
Type Name Description
System.Byte value
System.Int32 index

Reserve(Int32)

Reserves a number of bytes from current position.

Declaration
[Obsolete("Use Skip.")]
public void Reserve(int count)
Parameters
Type Name Description
System.Int32 count

Reset(NetworkManager)

Resets the writer as though it was unused. Does not reset buffers.

Declaration
public void Reset(NetworkManager manager = null)
Parameters
Type Name Description
NetworkManager manager

Skip(Int32)

Skips a number of bytes from current position.

Declaration
public void Skip(int count)
Parameters
Type Name Description
System.Int32 count

ToString()

Outputs writer to string.

Declaration
public override string ToString()
Returns
Type Description
System.String
Overrides
System.Object.ToString()

ToString(Int32, Int32)

Outputs writer to string starting at an index.

Declaration
public string ToString(int offset, int length)
Parameters
Type Name Description
System.Int32 offset
System.Int32 length
Returns
Type Description
System.String

Write<T>(T)

Writes any supported type using packing.

Declaration
public void Write<T>(T value)
Parameters
Type Name Description
T value
Type Parameters
Name Description
T

WriteArray<T>(T[])

Writes an array.

Declaration
public void WriteArray<T>(T[] value)
Parameters
Type Name Description
T[] value

Collection to write.

Type Parameters
Name Description
T

WriteArray<T>(T[], Int32)

Writes an array.

Declaration
public void WriteArray<T>(T[] value, int offset)
Parameters
Type Name Description
T[] value

Collection to write.

System.Int32 offset

Offset to begin at.

Type Parameters
Name Description
T

WriteArray<T>(T[], Int32, Int32)

Writes an array.

Declaration
public void WriteArray<T>(T[] value, int offset, int count)
Parameters
Type Name Description
T[] value

Collection to write.

System.Int32 offset

Offset to begin at.

System.Int32 count

Entries to write.

Type Parameters
Name Description
T

WriteArraySegment(ArraySegment<Byte>)

Writes an ArraySegment without size.

Declaration
public void WriteArraySegment(ArraySegment<byte> value)
Parameters
Type Name Description
System.ArraySegment<System.Byte> value

WriteArraySegmentAndSize(ArraySegment<Byte>)

Writes a byte ArraySegment and it's size.

Declaration
public void WriteArraySegmentAndSize(ArraySegment<byte> value)
Parameters
Type Name Description
System.ArraySegment<System.Byte> value

WriteBoolean(Boolean)

Writes a boolean.

Declaration
public void WriteBoolean(bool value)
Parameters
Type Name Description
System.Boolean value

WriteByte(Byte)

Declaration
[Obsolete("Use WriteUInt8Unpacked.")]
public void WriteByte(byte value)
Parameters
Type Name Description
System.Byte value

WriteBytes(Byte[], Int32, Int32)

Declaration
[Obsolete("Use WriteUInt8Array.")]
public void WriteBytes(byte[] value, int offset, int count)
Parameters
Type Name Description
System.Byte[] value
System.Int32 offset
System.Int32 count

WriteBytesAndSize(Byte[])

Declaration
[Obsolete("Use WriteUInt8ArrayAndSize.")]
public void WriteBytesAndSize(byte[] value)
Parameters
Type Name Description
System.Byte[] value

WriteBytesAndSize(Byte[], Int32, Int32)

Declaration
[Obsolete("Use WriteUInt8ArrayAndSize.")]
public void WriteBytesAndSize(byte[] value, int offset, int count)
Parameters
Type Name Description
System.Byte[] value
System.Int32 offset
System.Int32 count

WriteChannel(Channel)

Writes a transport channel.

Declaration
public void WriteChannel(Channel channel)
Parameters
Type Name Description
Channel channel

WriteChar(Char)

Writes a char.

Declaration
public void WriteChar(char value)
Parameters
Type Name Description
System.Char value

WriteColor(Color)

Writes a Color.

Declaration
public void WriteColor(Color value)
Parameters
Type Name Description
UnityEngine.Color value

WriteColor32(Color32)

Writes a Color32.

Declaration
public void WriteColor32(Color32 value)
Parameters
Type Name Description
UnityEngine.Color32 value

WriteColorUnpacked(Color)

Writes a Color.

Declaration
public void WriteColorUnpacked(Color value)
Parameters
Type Name Description
UnityEngine.Color value

WriteDateTime(DateTime)

Writes a DateTime.

Declaration
public void WriteDateTime(DateTime dt)
Parameters
Type Name Description
System.DateTime dt

WriteDecimal(Decimal)

Writes a decimal.

Declaration
public void WriteDecimal(decimal value)
Parameters
Type Name Description
System.Decimal value

WriteDecimalUnpacked(Decimal)

Writes a decimal.

Declaration
public void WriteDecimalUnpacked(decimal value)
Parameters
Type Name Description
System.Decimal value

WriteDelta<T>(T, T, DeltaSerializerOption)

Declaration
public bool WriteDelta<T>(T prev, T next, DeltaSerializerOption option)
Parameters
Type Name Description
T prev
T next
DeltaSerializerOption option
Returns
Type Description
System.Boolean
Type Parameters
Name Description
T

WriteDeltaBoolean(Boolean, Boolean)

Writes a delta value.

Declaration
public bool WriteDeltaBoolean(bool valueA, bool valueB)
Parameters
Type Name Description
System.Boolean valueA
System.Boolean valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaInt16(Int16, Int16)

Writes a delta value.

Declaration
public bool WriteDeltaInt16(short valueA, short valueB)
Parameters
Type Name Description
System.Int16 valueA
System.Int16 valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaInt32(Int32, Int32)

Writes a delta value.

Declaration
public bool WriteDeltaInt32(int valueA, int valueB)
Parameters
Type Name Description
System.Int32 valueA
System.Int32 valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaInt64(Int64, Int64)

Writes a delta value.

Declaration
public bool WriteDeltaInt64(long valueA, long valueB)
Parameters
Type Name Description
System.Int64 valueA
System.Int64 valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaInt8(SByte, SByte)

Writes a delta value.

Declaration
public bool WriteDeltaInt8(sbyte valueA, sbyte valueB)
Parameters
Type Name Description
System.SByte valueA
System.SByte valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaNetworkBehaviour(NetworkBehaviour, NetworkBehaviour)

Writes a delta value.

Declaration
public bool WriteDeltaNetworkBehaviour(NetworkBehaviour valueA, NetworkBehaviour valueB)
Parameters
Type Name Description
NetworkBehaviour valueA
NetworkBehaviour valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaQuaternion(Quaternion, Quaternion)

Writes a delta value.

Declaration
public bool WriteDeltaQuaternion(Quaternion valueA, Quaternion valueB)
Parameters
Type Name Description
UnityEngine.Quaternion valueA
UnityEngine.Quaternion valueB
Returns
Type Description
System.Boolean

WriteDeltaUInt16(UInt16, UInt16)

Writes a delta value.

Declaration
public bool WriteDeltaUInt16(ushort valueA, ushort valueB)
Parameters
Type Name Description
System.UInt16 valueA
System.UInt16 valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaUInt32(UInt32, UInt32)

Writes a delta value.

Declaration
public bool WriteDeltaUInt32(uint valueA, uint valueB)
Parameters
Type Name Description
System.UInt32 valueA
System.UInt32 valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaUInt64(UInt64, UInt64)

Writes a delta value.

Declaration
public bool WriteDeltaUInt64(ulong valueA, ulong valueB)
Parameters
Type Name Description
System.UInt64 valueA
System.UInt64 valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaUInt8(Byte, Byte)

Writes a delta value.

Declaration
public bool WriteDeltaUInt8(byte valueA, byte valueB)
Parameters
Type Name Description
System.Byte valueA
System.Byte valueB
Returns
Type Description
System.Boolean

True if written.

WriteDeltaVector2(Vector2, Vector2)

Writes a delta value.

Declaration
public bool WriteDeltaVector2(Vector2 valueA, Vector2 valueB)
Parameters
Type Name Description
UnityEngine.Vector2 valueA
UnityEngine.Vector2 valueB
Returns
Type Description
System.Boolean

WriteDeltaVector3(Vector3, Vector3)

Writes a delta value.

Declaration
public bool WriteDeltaVector3(Vector3 valueA, Vector3 valueB)
Parameters
Type Name Description
UnityEngine.Vector3 valueA
UnityEngine.Vector3 valueB
Returns
Type Description
System.Boolean

WriteDictionary<TKey, TValue>(Dictionary<TKey, TValue>)

Writes a dictionary.

Declaration
public void WriteDictionary<TKey, TValue>(Dictionary<TKey, TValue> dict)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<TKey, TValue> dict
Type Parameters
Name Description
TKey
TValue

WriteDouble(Double)

Writes a double.

Declaration
public void WriteDouble(double value)
Parameters
Type Name Description
System.Double value

WriteDoubleUnpacked(Double)

Writes a double.

Declaration
public void WriteDoubleUnpacked(double value)
Parameters
Type Name Description
System.Double value

WriteGameObject(GameObject)

Writes a GameObject. GameObject must be spawned over the network already or be a prefab with a NetworkObject attached.

Declaration
public void WriteGameObject(GameObject go)
Parameters
Type Name Description
UnityEngine.GameObject go

WriteGuidAllocated(Guid)

Writes a Guid.

Declaration
public void WriteGuidAllocated(Guid value)
Parameters
Type Name Description
System.Guid value

WriteInt16(Int16)

Writes a int16.

Declaration
public void WriteInt16(short value)
Parameters
Type Name Description
System.Int16 value

WriteInt16Unpacked(Int16)

Writes a int16 unpacked.

Declaration
public void WriteInt16Unpacked(short value)
Parameters
Type Name Description
System.Int16 value

WriteInt32(Int32)

Writes an int32.

Declaration
public void WriteInt32(int value)
Parameters
Type Name Description
System.Int32 value

WriteInt32Unpacked(Int32)

Writes a int32.

Declaration
public void WriteInt32Unpacked(int value)
Parameters
Type Name Description
System.Int32 value

WriteInt64(Int64)

Writes an int64.

Declaration
public void WriteInt64(long value)
Parameters
Type Name Description
System.Int64 value

WriteInt64Unpacked(Int64)

Writes a int64.

Declaration
public void WriteInt64Unpacked(long value)
Parameters
Type Name Description
System.Int64 value

WriteInt8Unpacked(SByte)

Writes a sbyte.

Declaration
public void WriteInt8Unpacked(sbyte value)
Parameters
Type Name Description
System.SByte value

WriteLayerMask(LayerMask)

Writers a LayerMask.

Declaration
public void WriteLayerMask(LayerMask value)
Parameters
Type Name Description
UnityEngine.LayerMask value

WriteList<T>(List<T>)

Writes a list.

Declaration
public void WriteList<T>(List<T> value)
Parameters
Type Name Description
System.Collections.Generic.List<T> value

Collection to write.

Type Parameters
Name Description
T

WriteList<T>(List<T>, Int32)

Writes a list.

Declaration
public void WriteList<T>(List<T> value, int offset)
Parameters
Type Name Description
System.Collections.Generic.List<T> value

Collection to write.

System.Int32 offset

Offset to begin at.

Type Parameters
Name Description
T

WriteList<T>(List<T>, Int32, Int32)

Writes a list.

Declaration
public void WriteList<T>(List<T> value, int offset, int count)
Parameters
Type Name Description
System.Collections.Generic.List<T> value

Collection to write.

System.Int32 offset

Offset to begin at.

System.Int32 count

Entries to write.

Type Parameters
Name Description
T

WriteMatrix4x4(Matrix4x4)

Writes a Matrix4x4.

Declaration
public void WriteMatrix4x4(Matrix4x4 value)
Parameters
Type Name Description
UnityEngine.Matrix4x4 value

WriteMatrix4x4Unpacked(Matrix4x4)

Writes a Matrix4x4.

Declaration
public void WriteMatrix4x4Unpacked(Matrix4x4 value)
Parameters
Type Name Description
UnityEngine.Matrix4x4 value

WriteNetworkBehaviour(NetworkBehaviour)

Writes a NetworkBehaviour.

Declaration
public void WriteNetworkBehaviour(NetworkBehaviour nb)
Parameters
Type Name Description
NetworkBehaviour nb

WriteNetworkBehaviourId(NetworkBehaviour)

Writes a NetworkBehaviourId.

Declaration
public void WriteNetworkBehaviourId(NetworkBehaviour nb)
Parameters
Type Name Description
NetworkBehaviour nb

WriteNetworkConnection(NetworkConnection)

Writes a NetworkConnection.

Declaration
public void WriteNetworkConnection(NetworkConnection connection)
Parameters
Type Name Description
NetworkConnection connection

WriteNetworkConnectionId(Int32)

Writes a short for a connectionId.

Declaration
public void WriteNetworkConnectionId(int id)
Parameters
Type Name Description
System.Int32 id

WriteNetworkObject(NetworkObject)

Writes a NetworkObject while optionally including the initialization order.

Declaration
public void WriteNetworkObject(NetworkObject nob)
Parameters
Type Name Description
NetworkObject nob

WriteNetworkObjectId(NetworkObject)

Writes a NetworkObject.ObjectId.

Declaration
public void WriteNetworkObjectId(NetworkObject nob)
Parameters
Type Name Description
NetworkObject nob

WriteNetworkObjectId(Int32)

Writes an objectId.

Declaration
public void WriteNetworkObjectId(int objectId)
Parameters
Type Name Description
System.Int32 objectId

WritePlane(Plane)

Writes a plane.

Declaration
public void WritePlane(Plane value)
Parameters
Type Name Description
UnityEngine.Plane value

WritePlaneUnpacked(Plane)

Writes a plane.

Declaration
public void WritePlaneUnpacked(Plane value)
Parameters
Type Name Description
UnityEngine.Plane value

WriteQuaternion32(Quaternion)

Writes a Quaternion.

Declaration
public void WriteQuaternion32(Quaternion value)
Parameters
Type Name Description
UnityEngine.Quaternion value

WriteQuaternion64(Quaternion)

Writes a Quaternion.

Declaration
public void WriteQuaternion64(Quaternion value)
Parameters
Type Name Description
UnityEngine.Quaternion value

WriteQuaternionUnpacked(Quaternion)

Writes a Quaternion.

Declaration
public void WriteQuaternionUnpacked(Quaternion value)
Parameters
Type Name Description
UnityEngine.Quaternion value

WriteRay(Ray)

Writes a Ray.

Declaration
public void WriteRay(Ray value)
Parameters
Type Name Description
UnityEngine.Ray value

WriteRay2D(Ray2D)

Writes a Ray2D.

Declaration
public void WriteRay2D(Ray2D value)
Parameters
Type Name Description
UnityEngine.Ray2D value

WriteRay2DUnpacked(Ray2D)

Writes a Ray2D.

Declaration
public void WriteRay2DUnpacked(Ray2D value)
Parameters
Type Name Description
UnityEngine.Ray2D value

WriteRayUnpacked(Ray)

Writes a Ray.

Declaration
public void WriteRayUnpacked(Ray value)
Parameters
Type Name Description
UnityEngine.Ray value

WriteRect(Rect)

Writes a rect.

Declaration
public void WriteRect(Rect value)
Parameters
Type Name Description
UnityEngine.Rect value

WriteRectUnpacked(Rect)

Writes a rect.

Declaration
public void WriteRectUnpacked(Rect value)
Parameters
Type Name Description
UnityEngine.Rect value

WriteSByte(SByte)

Declaration
[Obsolete("Use WriteInt8Unpacked.")]
public void WriteSByte(sbyte value)
Parameters
Type Name Description
System.SByte value

WriteSignedPackedWhole(Int64)

Writes a packed whole number.

Declaration
public void WriteSignedPackedWhole(long value)
Parameters
Type Name Description
System.Int64 value

WriteSingle(Single)

Writes a single (float).

Declaration
public void WriteSingle(float value)
Parameters
Type Name Description
System.Single value

WriteSingleUnpacked(Single)

Writes a single (float).

Declaration
public void WriteSingleUnpacked(float value)
Parameters
Type Name Description
System.Single value

WriteString(String)

Writes a string.

Declaration
public void WriteString(string value)
Parameters
Type Name Description
System.String value

WriteSubStream(SubStream)

Writes a SubStream.

Declaration
public void WriteSubStream(SubStream value)
Parameters
Type Name Description
SubStream value

Substream

WriteTickUnpacked(UInt32)

Writes a tick without packing.

Declaration
public void WriteTickUnpacked(uint value)
Parameters
Type Name Description
System.UInt32 value

WriteTransform(Transform)

Writes a Transform. Transform must be spawned over the network already or be a prefab with a NetworkObject attached.

Declaration
public void WriteTransform(Transform t)
Parameters
Type Name Description
UnityEngine.Transform t

WriteUDeltaDecimal(Decimal, Decimal)

Writes a delta value.

Declaration
public bool WriteUDeltaDecimal(decimal valueA, decimal valueB)
Parameters
Type Name Description
System.Decimal valueA
System.Decimal valueB
Returns
Type Description
System.Boolean

True if written.

WriteUDeltaDouble(Double, Double)

Writes a delta value.

Declaration
public bool WriteUDeltaDouble(double valueA, double valueB)
Parameters
Type Name Description
System.Double valueA
System.Double valueB
Returns
Type Description
System.Boolean

True if written.

WriteUDeltaSingle(Single, Single)

Writes a delta value.

Declaration
public bool WriteUDeltaSingle(float valueA, float valueB)
Parameters
Type Name Description
System.Single valueA
System.Single valueB
Returns
Type Description
System.Boolean

True if written.

WriteUInt16(UInt16)

Writes a uint16.

Declaration
public void WriteUInt16(ushort value)
Parameters
Type Name Description
System.UInt16 value

WriteUInt16Unpacked(UInt16)

Writes a uint16 unpacked.

Declaration
public void WriteUInt16Unpacked(ushort value)
Parameters
Type Name Description
System.UInt16 value

WriteUInt32(UInt32)

Writes a uint32.

Declaration
public void WriteUInt32(uint value)
Parameters
Type Name Description
System.UInt32 value

WriteUInt32Unpacked(UInt32)

Writes a uint32.

Declaration
public void WriteUInt32Unpacked(uint value)
Parameters
Type Name Description
System.UInt32 value

WriteUInt64(UInt64)

Writes a uint64.

Declaration
public void WriteUInt64(ulong value)
Parameters
Type Name Description
System.UInt64 value

WriteUInt64Unpacked(UInt64)

Writes a uint64.

Declaration
public void WriteUInt64Unpacked(ulong value)
Parameters
Type Name Description
System.UInt64 value

WriteUInt8Array(Byte[], Int32, Int32)

Writes bytes.

Declaration
public void WriteUInt8Array(byte[] value, int offset, int count)
Parameters
Type Name Description
System.Byte[] value
System.Int32 offset
System.Int32 count

WriteUInt8ArrayAndSize(Byte[])

Writes all bytes in value and length of bytes.

Declaration
public void WriteUInt8ArrayAndSize(byte[] value)
Parameters
Type Name Description
System.Byte[] value

WriteUInt8ArrayAndSize(Byte[], Int32, Int32)

Writes bytes and length of bytes.

Declaration
public void WriteUInt8ArrayAndSize(byte[] value, int offset, int count)
Parameters
Type Name Description
System.Byte[] value
System.Int32 offset
System.Int32 count

WriteUInt8Unpacked(Byte)

Writes a byte.

Declaration
public void WriteUInt8Unpacked(byte value)
Parameters
Type Name Description
System.Byte value

WriteUnsignedPackedWhole(UInt64)

Writes a packed whole number.

Declaration
public void WriteUnsignedPackedWhole(ulong value)
Parameters
Type Name Description
System.UInt64 value

WriteVector2(Vector2)

Writes a Vector2.

Declaration
public void WriteVector2(Vector2 value)
Parameters
Type Name Description
UnityEngine.Vector2 value

WriteVector2Int(Vector2Int)

Writes a Vector2Int.

Declaration
public void WriteVector2Int(Vector2Int value)
Parameters
Type Name Description
UnityEngine.Vector2Int value

WriteVector2IntUnpacked(Vector2Int)

Writes a Vector2Int.

Declaration
public void WriteVector2IntUnpacked(Vector2Int value)
Parameters
Type Name Description
UnityEngine.Vector2Int value

WriteVector2Unpacked(Vector2)

Writes a Vector2.

Declaration
public void WriteVector2Unpacked(Vector2 value)
Parameters
Type Name Description
UnityEngine.Vector2 value

WriteVector3(Vector3)

Writes a Vector3

Declaration
public void WriteVector3(Vector3 value)
Parameters
Type Name Description
UnityEngine.Vector3 value

WriteVector3Int(Vector3Int)

Writes a Vector3Int.

Declaration
public void WriteVector3Int(Vector3Int value)
Parameters
Type Name Description
UnityEngine.Vector3Int value

WriteVector3IntUnpacked(Vector3Int)

Writes a Vector3Int.

Declaration
public void WriteVector3IntUnpacked(Vector3Int value)
Parameters
Type Name Description
UnityEngine.Vector3Int value

WriteVector3Unpacked(Vector3)

Writes a Vector3

Declaration
public void WriteVector3Unpacked(Vector3 value)
Parameters
Type Name Description
UnityEngine.Vector3 value

WriteVector4(Vector4)

Writes a Vector4.

Declaration
public void WriteVector4(Vector4 value)
Parameters
Type Name Description
UnityEngine.Vector4 value

WriteVector4Unpacked(Vector4)

Writes a Vector4.

Declaration
public void WriteVector4Unpacked(Vector4 value)
Parameters
Type Name Description
UnityEngine.Vector4 value

ZigZagEncode(UInt64)

ZigZag encode an integer. Move the sign bit to the right.

Declaration
public ulong ZigZagEncode(ulong value)
Parameters
Type Name Description
System.UInt64 value
Returns
Type Description
System.UInt64

Extension Methods

RigidbodyStateSerializers.WriteRigidbodyState(Writer, RigidbodyState)
RigidbodyStateSerializers.WriteRigidbody2DState(Writer, Rigidbody2DState)
PredictionigidbodySerializers.WriteEntryData(Writer, PredictionRigidbody.EntryData)
PredictionigidbodySerializers.WritePredictionRigidbody(Writer, PredictionRigidbody)
PredictionigidbodySerializers.WriteDeltaEntryData(Writer, PredictionRigidbody.EntryData)
PredictionigidbodySerializers.WriteDeltaPredictionRigidbody(Writer, PredictionRigidbody)
PredictionRigidbody2D2DSerializers.WriteForceData(Writer, PredictionRigidbody2D.EntryData)
PredictionRigidbody2D2DSerializers.WritePredictionRigidbody2D(Writer, PredictionRigidbody2D)
PreciseTickSerializer.WritePreciseTick(Writer, PreciseTick)

Class WriterPool

Class WriterPool

Collection of PooledWriter. Stores and gets PooledWriter.

Inheritance
System.Object
WriterPool
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Serializing
Assembly: FishNet.Runtime.dll
Syntax
public static class WriterPool

Methods

Retrieve()

Declaration
public static PooledWriter Retrieve()
Returns
Type Description
PooledWriter

Retrieve(NetworkManager)

Gets a writer from the pool.

Declaration
public static PooledWriter Retrieve(NetworkManager networkManager)
Parameters
Type Name Description
NetworkManager networkManager
Returns
Type Description
PooledWriter

Retrieve(NetworkManager, Int32)

Gets the next writer in the pool of minimum length.

Declaration
public static PooledWriter Retrieve(NetworkManager networkManager, int length)
Parameters
Type Name Description
NetworkManager networkManager
System.Int32 length

Minimum length the writer buffer must be.

Returns
Type Description
PooledWriter

Retrieve(Int32)

Gets the next writer in the pool of minimum length.

Declaration
public static PooledWriter Retrieve(int length)
Parameters
Type Name Description
System.Int32 length

Minimum length the writer buffer must be.

Returns
Type Description
PooledWriter

Store(PooledWriter)

Returns a writer to the pool.

Declaration
public static void Store(PooledWriter writer)
Parameters
Type Name Description
PooledWriter writer

StoreAndDefault(ref PooledWriter)

Puts writer back into pool if not null, and nullifies source reference.

Declaration
public static void StoreAndDefault(ref PooledWriter writer)
Parameters
Type Name Description
PooledWriter writer

StoreLength(PooledWriter)

Returns a writer to the appropriate length pool. Writers must be a minimum of 1000 bytes in length to be sorted by length. Writers which do not meet the minimum will be resized to 1000 bytes.

Declaration
public static void StoreLength(PooledWriter writer)
Parameters
Type Name Description
PooledWriter writer

Namespace FishNet.Serializing

Namespace FishNet.Serializing

Classes

DeltaSerializerOptionExtensions

PooledReader

Reader which is reused to save on garbage collection and performance.

PooledWriter

Writer which is reused to save on garbage collection and performance.

Reader

Reads data from a buffer.

ReaderPool

Collection of PooledReader. Stores and gets PooledReader.

Writer

Writes data to a buffer.

WriterPool

Collection of PooledWriter. Stores and gets PooledWriter.

Structs

SubStream

Enums

AutoPackType

How to pack data when using serialization.

DeltaSerializerOption

Reader.DataSource


Enum Channel

Enum Channel

Channel which data is sent or received.

Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public enum Channel : byte

Fields

Name Description
Reliable

Data will be sent ordered reliable.

Unreliable

Data will be sent unreliable.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Struct ClientConnectionStateArgs

Struct ClientConnectionStateArgs

Container about a connection state change for the local client.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public struct ClientConnectionStateArgs

Constructors

ClientConnectionStateArgs(LocalConnectionState, Int32)

Declaration
public ClientConnectionStateArgs(LocalConnectionState connectionState, int transportIndex)
Parameters
Type Name Description
LocalConnectionState connectionState
System.Int32 transportIndex

Fields

ConnectionState

New connection state.

Declaration
public LocalConnectionState ConnectionState
Field Value
Type Description
LocalConnectionState

TransportIndex

Index of the transport that is for. This is primarily used when supporting multiple transports.

Declaration
public int TransportIndex
Field Value
Type Description
System.Int32

Struct ClientReceivedDataArgs

Struct ClientReceivedDataArgs

Container about data received on the local client.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public struct ClientReceivedDataArgs

Constructors

ClientReceivedDataArgs(ArraySegment<Byte>, Channel, Int32)

Declaration
public ClientReceivedDataArgs(ArraySegment<byte> data, Channel channel, int transportIndex)
Parameters
Type Name Description
System.ArraySegment<System.Byte> data
Channel channel
System.Int32 transportIndex

Fields

Channel

Channel data was received on.

Declaration
public Channel Channel
Field Value
Type Description
Channel

Data

Data received.

Declaration
public ArraySegment<byte> Data
Field Value
Type Description
System.ArraySegment<System.Byte>

TransportIndex

Index of the transport that is for. This is primarily used when supporting multiple transports.

Declaration
public int TransportIndex
Field Value
Type Description
System.Int32

Struct ConnectedClientsArgs

Struct ConnectedClientsArgs

Container for connected clients state for a client.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public struct ConnectedClientsArgs

Constructors

ConnectedClientsArgs(List<Int32>)

Declaration
public ConnectedClientsArgs(List<int> clientIds)
Parameters
Type Name Description
System.Collections.Generic.List<System.Int32> clientIds

Properties

ClientIds

Collection of client ids connected to the server.

Declaration
public List<int> ClientIds { readonly get; }
Property Value
Type Description
System.Collections.Generic.List<System.Int32>

Enum IPAddressType

Enum IPAddressType

Channel which data is sent or received.

Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public enum IPAddressType : byte

Fields

Name Description
IPv4

Address is IPv4.

IPv6

Address is IPv6.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Enum LocalConnectionState

Enum LocalConnectionState

States the local connection can be in.

Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public enum LocalConnectionState : byte

Fields

Name Description
Started

Connection is established.

Starting

Connection is starting but not yet established.

Stopped

Connection is fully stopped.

Stopping

Connection is stopping.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Enum RemoteConnectionState

Enum RemoteConnectionState

States a remote client can be in.

Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public enum RemoteConnectionState : byte

Fields

Name Description
Started

Connection is established.

Stopped

Connection is fully stopped.

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Struct RemoteConnectionStateArgs

Struct RemoteConnectionStateArgs

Container about a connection state change for a client.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public struct RemoteConnectionStateArgs

Constructors

RemoteConnectionStateArgs(RemoteConnectionState, Int32, Int32)

Declaration
public RemoteConnectionStateArgs(RemoteConnectionState connectionState, int connectionId, int transportIndex)
Parameters
Type Name Description
RemoteConnectionState connectionState
System.Int32 connectionId
System.Int32 transportIndex

Fields

ConnectionId

ConnectionId for which client the state changed. Will be -1 if ConnectionState was for the local server.

Declaration
public int ConnectionId
Field Value
Type Description
System.Int32

ConnectionState

New connection state.

Declaration
public RemoteConnectionState ConnectionState
Field Value
Type Description
RemoteConnectionState

TransportIndex

Index of the transport that is for. This is primarily used when supporting multiple transports.

Declaration
public int TransportIndex
Field Value
Type Description
System.Int32

Struct ServerConnectionStateArgs

Struct ServerConnectionStateArgs

Container about a connection state change for the server.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public struct ServerConnectionStateArgs

Constructors

ServerConnectionStateArgs(LocalConnectionState, Int32)

Declaration
public ServerConnectionStateArgs(LocalConnectionState connectionState, int transportIndex)
Parameters
Type Name Description
LocalConnectionState connectionState
System.Int32 transportIndex

Fields

ConnectionState

New connection state.

Declaration
public LocalConnectionState ConnectionState
Field Value
Type Description
LocalConnectionState

TransportIndex

Index of the transport that is for. This is primarily used when supporting multiple transports.

Declaration
public int TransportIndex
Field Value
Type Description
System.Int32

Struct ServerReceivedDataArgs

Struct ServerReceivedDataArgs

Container about data received on the server.

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public struct ServerReceivedDataArgs

Constructors

ServerReceivedDataArgs(ArraySegment<Byte>, Channel, Int32, Int32)

Declaration
public ServerReceivedDataArgs(ArraySegment<byte> data, Channel channel, int connectionId, int transportIndex)
Parameters
Type Name Description
System.ArraySegment<System.Byte> data
Channel channel
System.Int32 connectionId
System.Int32 transportIndex

ServerReceivedDataArgs(ArraySegment<Byte>, Channel, Int32, Int32, Action)

Declaration
public ServerReceivedDataArgs(ArraySegment<byte> data, Channel channel, int connectionId, int transportIndex, Action finalizeMethod)
Parameters
Type Name Description
System.ArraySegment<System.Byte> data
Channel channel
System.Int32 connectionId
System.Int32 transportIndex
System.Action finalizeMethod

Fields

Channel

Channel data was received on.

Declaration
public Channel Channel
Field Value
Type Description
Channel

ConnectionId

ConnectionId from which client sent data, if data was received on the server.

Declaration
public int ConnectionId
Field Value
Type Description
System.Int32

Data

Data received.

Declaration
public ArraySegment<byte> Data
Field Value
Type Description
System.ArraySegment<System.Byte>

FinalizeMethod

Delegate to invoke after data is processed.

Declaration
public Action FinalizeMethod
Field Value
Type Description
System.Action

TransportIndex

Index of the transport that is for. This is primarily used when supporting multiple transports.

Declaration
public int TransportIndex
Field Value
Type Description
System.Int32

Class Transport

Class Transport

Processes connection states, and data sent to and from a socket.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
Transport
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public abstract class Transport : MonoBehaviour

Properties

Index

Index this transport belongs to when using multiple transports at once.

Declaration
public int Index { get; }
Property Value
Type Description
System.Int32

NetworkManager

NetworkManager for this transport.

Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

Methods

GetClientAddress()

Returns which address the client will connect to.

Declaration
public virtual string GetClientAddress()
Returns
Type Description
System.String

GetConnectionAddress(Int32)

Gets the address of a remote connection Id.

Declaration
public abstract string GetConnectionAddress(int connectionId)
Parameters
Type Name Description
System.Int32 connectionId

Connectionid to get the address for.

Returns
Type Description
System.String

GetConnectionState(Boolean)

Gets the current local ConnectionState.

Declaration
public abstract LocalConnectionState GetConnectionState(bool server)
Parameters
Type Name Description
System.Boolean server

True if getting ConnectionState for the server.

Returns
Type Description
LocalConnectionState

GetConnectionState(Int32)

Gets the current ConnectionState of a client connected to the server. Can only be called on the server.

Declaration
public abstract RemoteConnectionState GetConnectionState(int connectionId)
Parameters
Type Name Description
System.Int32 connectionId

ConnectionId to get ConnectionState for.

Returns
Type Description
RemoteConnectionState

GetMaximumClients()

Returns the maximum number of clients allowed to connect to the server. If the transport does not support this method the value -1 is returned.

Declaration
public virtual int GetMaximumClients()
Returns
Type Description
System.Int32

Maximum clients transport allows.

GetMTU(Byte)

Gets the MTU for a channel.

Declaration
public abstract int GetMTU(byte channel)
Parameters
Type Name Description
System.Byte channel

Channel to get MTU for.

Returns
Type Description
System.Int32

MTU of channel.

GetPort()

Gets which port to use.

Declaration
public virtual ushort GetPort()
Returns
Type Description
System.UInt16

GetServerBindAddress(IPAddressType)

Gets which address the server will bind to.

Declaration
public virtual string GetServerBindAddress(IPAddressType addressType)
Parameters
Type Name Description
IPAddressType addressType

Address type to return.

Returns
Type Description
System.String

GetTimeout(Boolean)

Gets how long in seconds until either the server or client socket must go without data before being timed out.

Declaration
public virtual float GetTimeout(bool asServer)
Parameters
Type Name Description
System.Boolean asServer

True to get the timeout for the server socket, false for the client socket.

Returns
Type Description
System.Single

HandleClientConnectionState(ClientConnectionStateArgs)

Handles a ConnectionStateArgs for the local client.

Declaration
public abstract void HandleClientConnectionState(ClientConnectionStateArgs connectionStateArgs)
Parameters
Type Name Description
ClientConnectionStateArgs connectionStateArgs

Data being handled.

HandleClientReceivedDataArgs(ClientReceivedDataArgs)

Handles a ClientReceivedDataArgs.

Declaration
public abstract void HandleClientReceivedDataArgs(ClientReceivedDataArgs receivedDataArgs)
Parameters
Type Name Description
ClientReceivedDataArgs receivedDataArgs

Data being handled.

HandleRemoteConnectionState(RemoteConnectionStateArgs)

Handles a ConnectionStateArgs for a remote client.

Declaration
public abstract void HandleRemoteConnectionState(RemoteConnectionStateArgs connectionStateArgs)
Parameters
Type Name Description
RemoteConnectionStateArgs connectionStateArgs

Data being handled.

HandleServerConnectionState(ServerConnectionStateArgs)

Handles a ConnectionStateArgs for the local server.

Declaration
public abstract void HandleServerConnectionState(ServerConnectionStateArgs connectionStateArgs)
Parameters
Type Name Description
ServerConnectionStateArgs connectionStateArgs

Data being handled.

HandleServerReceivedDataArgs(ServerReceivedDataArgs)

Handles a ServerReceivedDataArgs.

Declaration
public abstract void HandleServerReceivedDataArgs(ServerReceivedDataArgs receivedDataArgs)
Parameters
Type Name Description
ServerReceivedDataArgs receivedDataArgs

Data being handled.

Initialize(NetworkManager, Int32)

Initializes the transport. Use this instead of Awake.

Index this transport belongs to when using multiple transports at once.
Declaration
public virtual void Initialize(NetworkManager networkManager, int transportIndex)
Parameters
Type Name Description
NetworkManager networkManager
System.Int32 transportIndex

IsLocalTransport(Int32)

Returns if the transport is only run locally, offline. While true several security checks are disabled.

Declaration
public virtual bool IsLocalTransport(int connectionid)
Parameters
Type Name Description
System.Int32 connectionid

Optional connectionId to check against.

Returns
Type Description
System.Boolean

IterateIncoming(Boolean)

Processes data received by the socket.

Declaration
public abstract void IterateIncoming(bool server)
Parameters
Type Name Description
System.Boolean server

True to process data received on the server.

IterateOutgoing(Boolean)

Processes data to be sent by the socket.

Declaration
public abstract void IterateOutgoing(bool server)
Parameters
Type Name Description
System.Boolean server

True to process data received on the server.

SendToClient(Byte, ArraySegment<Byte>, Int32)

Sends to a client.

Declaration
public abstract void SendToClient(byte channelId, ArraySegment<byte> segment, int connectionId)
Parameters
Type Name Description
System.Byte channelId

Channel to use.

System.ArraySegment<System.Byte> segment

Data to send.

System.Int32 connectionId

ConnectionId to send to. When sending to clients can be used to specify which connection to send to.

SendToServer(Byte, ArraySegment<Byte>)

Sends to the server.

Declaration
public abstract void SendToServer(byte channelId, ArraySegment<byte> segment)
Parameters
Type Name Description
System.Byte channelId

Channel to use.

System.ArraySegment<System.Byte> segment

Data to send.

SetClientAddress(String)

Sets which address the client will connect to.

Declaration
public virtual void SetClientAddress(string address)
Parameters
Type Name Description
System.String address

Address client will connect to.

SetMaximumClients(Int32)

Sets the maximum number of clients allowed to connect to the server. If applied at runtime and clients exceed this value existing clients will stay connected but new clients may not connect.

Declaration
public virtual void SetMaximumClients(int value)
Parameters
Type Name Description
System.Int32 value

Maximum clients to allow.

SetPort(UInt16)

Sets which port to use.

Declaration
public virtual void SetPort(ushort port)
Parameters
Type Name Description
System.UInt16 port

Port to use.

SetServerBindAddress(String, IPAddressType)

Sets which address the server will bind to.

Declaration
public virtual void SetServerBindAddress(string address, IPAddressType addressType)
Parameters
Type Name Description
System.String address

Address server will bind to.

IPAddressType addressType

Address type to set.

SetTimeout(Single, Boolean)

Sets how long in seconds until either the server or client socket must go without data before being timed out.

Declaration
public virtual void SetTimeout(float value, bool asServer)
Parameters
Type Name Description
System.Single value
System.Boolean asServer

True to set the timeout for the server socket, false for the client socket.

Shutdown()

Stops both client and server.

Declaration
public abstract void Shutdown()

StartConnection(Boolean)

Starts the local server or client using configured settings.

Declaration
public abstract bool StartConnection(bool server)
Parameters
Type Name Description
System.Boolean server

True to start server.

Returns
Type Description
System.Boolean

StopConnection(Boolean)

Stops the local server or client.

Declaration
public abstract bool StopConnection(bool server)
Parameters
Type Name Description
System.Boolean server

True to stop server.

Returns
Type Description
System.Boolean

StopConnection(Int32, Boolean)

Stops a remote client from the server, disconnecting the client.

Declaration
public abstract bool StopConnection(int connectionId, bool immediately)
Parameters
Type Name Description
System.Int32 connectionId

ConnectionId of the client to disconnect.

System.Boolean immediately

True to abrutly stop the client socket. The technique used to accomplish immediate disconnects may vary depending on the transport. When not using immediate disconnects it's recommended to perform disconnects using the ServerManager rather than accessing the transport directly.

Returns
Type Description
System.Boolean

Events

OnClientConnectionState

Called when a connection state changes for the local client.

Declaration
public abstract event Action<ClientConnectionStateArgs> OnClientConnectionState
Event Type
Type Description
System.Action<ClientConnectionStateArgs>

OnClientReceivedData

Called when the client receives data.

Declaration
public abstract event Action<ClientReceivedDataArgs> OnClientReceivedData
Event Type
Type Description
System.Action<ClientReceivedDataArgs>

OnRemoteConnectionState

Called when a connection state changes for a remote client.

Declaration
public abstract event Action<RemoteConnectionStateArgs> OnRemoteConnectionState
Event Type
Type Description
System.Action<RemoteConnectionStateArgs>

OnServerConnectionState

Called when a connection state changes for the local server.

Declaration
public abstract event Action<ServerConnectionStateArgs> OnServerConnectionState
Event Type
Type Description
System.Action<ServerConnectionStateArgs>

OnServerReceivedData

Called when the server receives data.

Declaration
public abstract event Action<ServerReceivedDataArgs> OnServerReceivedData
Event Type
Type Description
System.Action<ServerReceivedDataArgs>

Class TransportConsts

Class TransportConsts

Inheritance
System.Object
TransportConsts
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: FishNet.Transporting
Assembly: FishNet.Runtime.dll
Syntax
public static class TransportConsts

Fields

UNSET_TRANSPORT_INDEX

Value used when a transport index is not known or set for a connection.

Declaration
public const int UNSET_TRANSPORT_INDEX = -1
Field Value
Type Description
System.Int32

Namespace FishNet.Transporting

Namespace FishNet.Transporting

Classes

Transport

Processes connection states, and data sent to and from a socket.

TransportConsts

Structs

ClientConnectionStateArgs

Container about a connection state change for the local client.

ClientReceivedDataArgs

Container about data received on the local client.

ConnectedClientsArgs

Container for connected clients state for a client.

RemoteConnectionStateArgs

Container about a connection state change for a client.

ServerConnectionStateArgs

Container about a connection state change for the server.

ServerReceivedDataArgs

Container about data received on the server.

Enums

Channel

Channel which data is sent or received.

IPAddressType

Channel which data is sent or received.

LocalConnectionState

States the local connection can be in.

RemoteConnectionState

States a remote client can be in.


Namespace FishNet

Namespace FishNet

Classes

InstanceFinder

Used to globally get information from the first found instance of NetworkManager.


Class ApplicationState

Class ApplicationState

Inheritance
System.Object
ApplicationState
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class ApplicationState

Methods

IsPlaying()

Returns if the application is playing for editor or builds.

Declaration
public static bool IsPlaying()
Returns
Type Description
System.Boolean

IsQuitting()

Returns if the application is quitting for editor or builds.

Declaration
public static bool IsQuitting()
Returns
Type Description
System.Boolean

Quit()

Quits the application for editor or builds.

Declaration
public static void Quit()

Class Arrays

Class Arrays

Inheritance
System.Object
Arrays
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Arrays

Methods

AddOrdered<T>(List<T>, T)

Adds an item to a collection, ordering it's position based on itemOrder. Lower values are inserted near the beginning of the collection.

Declaration
public static void AddOrdered<T>(this List<T> collection, T item)
    where T : IOrderable
Parameters
Type Name Description
System.Collections.Generic.List<T> collection
T item
Type Parameters
Name Description
T

AddUnique<T>(List<T>, T)

Adds an entry to a list if it does not exist already.

Declaration
public static bool AddUnique<T>(this List<T> list, T value)
Parameters
Type Name Description
System.Collections.Generic.List<T> list
T value
Returns
Type Description
System.Boolean

True if being added.

Type Parameters
Name Description
T

FastIndexRemove<T>(List<T>, Int32)

Removes an index from a list through re-ordering. This breaks the order of the list for a faster remove.

Declaration
public static void FastIndexRemove<T>(this List<T> list, int index)
Parameters
Type Name Description
System.Collections.Generic.List<T> list
System.Int32 index
Type Parameters
Name Description
T

FastReferenceRemove<T>(List<T>, Object)

Removes an object from a list through re-ordering. This breaks the order of the list for a faster remove.

Declaration
public static bool FastReferenceRemove<T>(this List<T> list, object value)
Parameters
Type Name Description
System.Collections.Generic.List<T> list
System.Object value
Returns
Type Description
System.Boolean
Type Parameters
Name Description
T

Shuffle<T>(T[])

Shuffles an array.

Declaration
public static void Shuffle<T>(this T[] array)
Parameters
Type Name Description
T[] array
Type Parameters
Name Description
T

Shuffle<T>(List<T>)

Shuffles a list.

Declaration
public static void Shuffle<T>(this List<T> lst)
Parameters
Type Name Description
System.Collections.Generic.List<T> lst
Type Parameters
Name Description
T

ToString<T>(IEnumerable<T>, String)

Cast each item in the collection ToString and returns all values.

Declaration
public static string ToString<T>(this IEnumerable<T> collection, string delimeter = ", ")
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<T> collection
System.String delimeter
Returns
Type Description
System.String
Type Parameters
Name Description
T

Class BasicQueue

Class BasicQueue<T>

Unity 2022 has a bug where codegen will not compile when referencing a Queue type, while also targeting .Net as the framework API. As a work around this class is used for queues instead.

Inheritance
System.Object
BasicQueue<T>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public class BasicQueue<T>
Type Parameters
Name Description
T

Properties

Capacity

Maximum size of the collection.

Declaration
public int Capacity { get; }
Property Value
Type Description
System.Int32

Count

Number of elements in the queue.

Declaration
public int Count { get; }
Property Value
Type Description
System.Int32

Item[Int32]

Returns value in actual index as it relates to simulated index.

Declaration
public T this[int simulatedIndex] { get; set; }
Parameters
Type Name Description
System.Int32 simulatedIndex

Simulated index to return. A value of 0 would return the first simulated index in the collection.

Property Value
Type Description
T

WriteIndex

Current write index of the collection.

Declaration
public int WriteIndex { get; }
Property Value
Type Description
System.Int32

Methods

Clear()

Clears the queue.

Declaration
public void Clear()

Dequeue(Boolean)

Dequeues the next entry.

Declaration
public T Dequeue(bool defaultArrayEntry = true)
Parameters
Type Name Description
System.Boolean defaultArrayEntry

True to set the array entry as default.

Returns
Type Description
T

Enqueue(T)

Enqueues an entry.

Declaration
public void Enqueue(T data)
Parameters
Type Name Description
T data

Peek()

Peeks the next queue entry.

Declaration
public T Peek()
Returns
Type Description
T

TryDequeue(out T, Boolean)

Tries to dequeue the next entry.

Declaration
public bool TryDequeue(out T result, bool defaultArrayEntry = true)
Parameters
Type Name Description
T result

Dequeued entry.

System.Boolean defaultArrayEntry

True to set the array entry as default.

Returns
Type Description
System.Boolean

True if an entry existed to dequeue.

TryPeek(out T)

Tries to peek the next entry.

Declaration
public bool TryPeek(out T result)
Parameters
Type Name Description
T result

Peeked entry.

Returns
Type Description
System.Boolean

True if an entry existed to peek.


Class Booleans

Class Booleans

Inheritance
System.Object
Booleans
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Booleans

Methods

ToInt(Boolean)

Converts a boolean to an integer, 1 for true 0 for false.

Declaration
public static int ToInt(this bool b)
Parameters
Type Name Description
System.Boolean b
Returns
Type Description
System.Int32

Class Bytes

Class Bytes

Various utility classes relating to floats.

Inheritance
System.Object
Bytes
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Bytes

Methods

Clamp(Byte, Byte, Byte)

Returns a clamped int within a specified range.

Declaration
public static byte Clamp(byte value, byte minimum, byte maximum)
Parameters
Type Name Description
System.Byte value

Value to clamp.

System.Byte minimum

Minimum value.

System.Byte maximum

Maximum value.

Returns
Type Description
System.Byte

Min(Byte, Byte)

Returns whichever value is lower.

Declaration
public static byte Min(byte a, byte b)
Parameters
Type Name Description
System.Byte a
System.Byte b
Returns
Type Description
System.Byte

Pad(Byte, Int32)

Pads an index a specified value. Preferred over typical padding so that pad values used with skins can be easily found in the code.

Declaration
public static string Pad(this byte value, int padding)
Parameters
Type Name Description
System.Byte value
System.Int32 padding
Returns
Type Description
System.String

RandomExclusiveRange(Byte, Byte)

Provides a random exclusive int within a given range. Preferred over Unity's Random to eliminate confusion as Unity uses inclusive for floats max, and exclusive for int max.

Declaration
public static byte RandomExclusiveRange(byte minimum, byte maximum)
Parameters
Type Name Description
System.Byte minimum

Inclusive minimum value.

System.Byte maximum

Exclusive maximum value.

Returns
Type Description
System.Byte

RandomInclusiveRange(Byte, Byte)

Provides a random inclusive int within a given range. Preferred over Unity's Random to eliminate confusion as Unity uses inclusive for floats max, and exclusive for int max.

Declaration
public static byte RandomInclusiveRange(byte minimum, byte maximum)
Parameters
Type Name Description
System.Byte minimum

Inclusive minimum value.

System.Byte maximum

Inclusive maximum value.

Returns
Type Description
System.Byte

ValuesMatch(Byte[])

Determins if all values passed in are the same.

Declaration
public static bool ValuesMatch(params byte[] values)
Parameters
Type Name Description
System.Byte[] values

Values to check.

Returns
Type Description
System.Boolean

True if all values are the same.


Enum CanvasGroupBlockingType

Enum CanvasGroupBlockingType

Ways a CanvasGroup can have it's blocking properties modified.

Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public enum CanvasGroupBlockingType

Fields

Name Description
Block
DoNotBlock
Unchanged

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class CanvaseGroups

Class CanvaseGroups

Inheritance
System.Object
CanvaseGroups
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class CanvaseGroups

Methods

SetActive(CanvasGroup, CanvasGroupBlockingType, Single)

Sets a CanvasGroup blocking type and alpha.

Declaration
public static void SetActive(this CanvasGroup group, CanvasGroupBlockingType blockingType, float alpha)
Parameters
Type Name Description
UnityEngine.CanvasGroup group
CanvasGroupBlockingType blockingType

How to handle interactions.

System.Single alpha

Alpha for CanvasGroup.

SetActive(CanvasGroup, Boolean, Boolean)

Sets a group active state by changing alpha and interaction toggles.

Declaration
public static void SetActive(this CanvasGroup group, bool active, bool setAlpha)
Parameters
Type Name Description
UnityEngine.CanvasGroup group
System.Boolean active
System.Boolean setAlpha

SetActive(CanvasGroup, Boolean, Single)

Sets a group active state by changing alpha and interaction toggles with a custom alpha.

Declaration
public static void SetActive(this CanvasGroup group, bool active, float alpha)
Parameters
Type Name Description
UnityEngine.CanvasGroup group
System.Boolean active
System.Single alpha

SetActive(CanvasGroup, Single)

Sets a canvasGroup active with specified alpha.

Declaration
public static void SetActive(this CanvasGroup group, float alpha)
Parameters
Type Name Description
UnityEngine.CanvasGroup group
System.Single alpha

SetBlockingType(CanvasGroup, CanvasGroupBlockingType)

Declaration
public static void SetBlockingType(this CanvasGroup group, CanvasGroupBlockingType blockingType)
Parameters
Type Name Description
UnityEngine.CanvasGroup group
CanvasGroupBlockingType blockingType

SetInactive(CanvasGroup, Single)

Sets a canvasGroup inactive with specified alpha.

Declaration
public static void SetInactive(this CanvasGroup group, float alpha)
Parameters
Type Name Description
UnityEngine.CanvasGroup group
System.Single alpha

Class CollectionCaches

Class CollectionCaches<T>

Caches collections of a single generic.

Inheritance
System.Object
CollectionCaches<T>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class CollectionCaches<T>
Type Parameters
Name Description
T

Methods

RetrieveArray()

Retrieves a collection.

Declaration
public static T[] RetrieveArray()
Returns
Type Description
T[]

RetrieveBasicQueue()

Retrieves a collection.

Declaration
public static BasicQueue<T> RetrieveBasicQueue()
Returns
Type Description
BasicQueue<T>

RetrieveHashSet()

Declaration
public static HashSet<T> RetrieveHashSet()
Returns
Type Description
System.Collections.Generic.HashSet<T>

RetrieveHashSet(T)

Retrieves a collection adding one entry.

Declaration
public static HashSet<T> RetrieveHashSet(T entry)
Parameters
Type Name Description
T entry
Returns
Type Description
System.Collections.Generic.HashSet<T>

RetrieveList()

Retrieves a collection.

Declaration
public static List<T> RetrieveList()
Returns
Type Description
System.Collections.Generic.List<T>

RetrieveList(T)

Retrieves a collection adding one entry.

Declaration
public static List<T> RetrieveList(T entry)
Parameters
Type Name Description
T entry
Returns
Type Description
System.Collections.Generic.List<T>

RetrieveQueue()

Retrieves a collection.

Declaration
public static Queue<T> RetrieveQueue()
Returns
Type Description
System.Collections.Generic.Queue<T>

RetrieveQueue(T)

Retrieves a collection adding one entry.

Declaration
public static Queue<T> RetrieveQueue(T entry)
Parameters
Type Name Description
T entry
Returns
Type Description
System.Collections.Generic.Queue<T>

Store(T[], Int32)

Stores a collection.

Declaration
public static void Store(T[] value, int count)
Parameters
Type Name Description
T[] value

Value to store.

System.Int32 count

Number of entries in the array from the beginning.

Store(BasicQueue<T>)

Stores a collection.

Declaration
public static void Store(BasicQueue<T> value)
Parameters
Type Name Description
BasicQueue<T> value

Value to store.

Store(HashSet<T>)

Stores a collection.

Declaration
public static void Store(HashSet<T> value)
Parameters
Type Name Description
System.Collections.Generic.HashSet<T> value

Value to store.

Store(List<T>)

Stores a collection.

Declaration
public static void Store(List<T> value)
Parameters
Type Name Description
System.Collections.Generic.List<T> value

Value to store.

Store(Queue<T>)

Stores a collection.

Declaration
public static void Store(Queue<T> value)
Parameters
Type Name Description
System.Collections.Generic.Queue<T> value

Value to store.

StoreAndDefault(ref T[], Int32)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref T[] value, int count)
Parameters
Type Name Description
T[] value

Value to store.

System.Int32 count

Number of entries in the array set default, from the beginning.

StoreAndDefault(ref BasicQueue<T>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref BasicQueue<T> value)
Parameters
Type Name Description
BasicQueue<T> value

Value to store.

StoreAndDefault(ref HashSet<T>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref HashSet<T> value)
Parameters
Type Name Description
System.Collections.Generic.HashSet<T> value

Value to store.

StoreAndDefault(ref List<T>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref List<T> value)
Parameters
Type Name Description
System.Collections.Generic.List<T> value

Value to store.

StoreAndDefault(ref Queue<T>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref Queue<T> value)
Parameters
Type Name Description
System.Collections.Generic.Queue<T> value

Value to store.


Class CollectionCaches

Class CollectionCaches<T1, T2>

Caches collections of multiple generics.

Inheritance
System.Object
CollectionCaches<T1, T2>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class CollectionCaches<T1, T2>
Type Parameters
Name Description
T1
T2

Methods

RetrieveDictionary()

Retrieves a collection.

Declaration
public static Dictionary<T1, T2> RetrieveDictionary()
Returns
Type Description
System.Collections.Generic.Dictionary<T1, T2>

Store(Dictionary<T1, T2>)

Stores a collection.

Declaration
public static void Store(Dictionary<T1, T2> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<T1, T2> value

Value to store.

StoreAndDefault(ref Dictionary<T1, T2>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref Dictionary<T1, T2> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<T1, T2> value

Value to store.


Class Collider2DExtensions

Class Collider2DExtensions

Inheritance
System.Object
Collider2DExtensions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Collider2DExtensions

Methods

GetBox2DOverlapParams(BoxCollider2D, out Vector3, out Vector3)

Declaration
public static void GetBox2DOverlapParams(this BoxCollider2D boxCollider, out Vector3 center, out Vector3 halfExtents)
Parameters
Type Name Description
UnityEngine.BoxCollider2D boxCollider
UnityEngine.Vector3 center
UnityEngine.Vector3 halfExtents

GetCircleOverlapParams(CircleCollider2D, out Vector3, out Single)

Declaration
public static void GetCircleOverlapParams(this CircleCollider2D circleCollider, out Vector3 center, out float radius)
Parameters
Type Name Description
UnityEngine.CircleCollider2D circleCollider
UnityEngine.Vector3 center
System.Single radius

Class ColliderExtensions

Class ColliderExtensions

Inheritance
System.Object
ColliderExtensions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class ColliderExtensions

Methods

GetBoxOverlapParams(BoxCollider, out Vector3, out Vector3)

Declaration
public static void GetBoxOverlapParams(this BoxCollider boxCollider, out Vector3 center, out Vector3 halfExtents)
Parameters
Type Name Description
UnityEngine.BoxCollider boxCollider
UnityEngine.Vector3 center
UnityEngine.Vector3 halfExtents

GetCapsuleCastParams(CapsuleCollider, out Vector3, out Vector3, out Single)

Declaration
public static void GetCapsuleCastParams(this CapsuleCollider capsuleCollider, out Vector3 point1, out Vector3 point2, out float radius)
Parameters
Type Name Description
UnityEngine.CapsuleCollider capsuleCollider
UnityEngine.Vector3 point1
UnityEngine.Vector3 point2
System.Single radius

GetSphereOverlapParams(SphereCollider, out Vector3, out Single)

Declaration
public static void GetSphereOverlapParams(this SphereCollider sphereCollider, out Vector3 center, out float radius)
Parameters
Type Name Description
UnityEngine.SphereCollider sphereCollider
UnityEngine.Vector3 center
System.Single radius

Class DictionaryFN

Class DictionaryFN

Inheritance
System.Object
DictionaryFN
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class DictionaryFN

Methods

KeysToList<TKey, TValue>(IDictionary<TKey, TValue>)

Returns keys as an allocated list.

Declaration
public static List<TKey> KeysToList<TKey, TValue>(this IDictionary<TKey, TValue> dict)
Parameters
Type Name Description
System.Collections.Generic.IDictionary<TKey, TValue> dict
Returns
Type Description
System.Collections.Generic.List<TKey>
Type Parameters
Name Description
TKey
TValue

KeysToList<TKey, TValue>(IDictionary<TKey, TValue>, ref List<TKey>)

Returns keys as a list using the supplied collection as-is.

Declaration
public static List<TKey> KeysToList<TKey, TValue>(this IDictionary<TKey, TValue> dict, ref List<TKey> result)
Parameters
Type Name Description
System.Collections.Generic.IDictionary<TKey, TValue> dict
System.Collections.Generic.List<TKey> result
Returns
Type Description
System.Collections.Generic.List<TKey>
Type Parameters
Name Description
TKey
TValue

TryGetValueIL2CPP<TKey, TValue>(IDictionary<TKey, TValue>, TKey, out TValue)

Uses a hacky way to TryGetValue on a dictionary when using IL2CPP and on mobile. This is to support older devices that don't properly handle IL2CPP builds.

Declaration
public static bool TryGetValueIL2CPP<TKey, TValue>(this IDictionary<TKey, TValue> dict, TKey key, out TValue value)
Parameters
Type Name Description
System.Collections.Generic.IDictionary<TKey, TValue> dict
TKey key
TValue value
Returns
Type Description
System.Boolean
Type Parameters
Name Description
TKey
TValue

ValuesToList<TKey, TValue>(IDictionary<TKey, TValue>)

Returns values as an allocated list.

Declaration
public static List<TValue> ValuesToList<TKey, TValue>(this IDictionary<TKey, TValue> dict)
Parameters
Type Name Description
System.Collections.Generic.IDictionary<TKey, TValue> dict
Returns
Type Description
System.Collections.Generic.List<TValue>
Type Parameters
Name Description
TKey
TValue

ValuesToList<TKey, TValue>(IDictionary<TKey, TValue>, ref List<TValue>)

Returns values as a list using the supplied collection as-is.

Declaration
public static void ValuesToList<TKey, TValue>(this IDictionary<TKey, TValue> dict, ref List<TValue> result)
Parameters
Type Name Description
System.Collections.Generic.IDictionary<TKey, TValue> dict
System.Collections.Generic.List<TValue> result
Type Parameters
Name Description
TKey
TValue

Class Disks

Class Disks

Inheritance
System.Object
Disks
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Disks

Methods

FormatPlatformPath(String)

Formats a file path to the current platform.

Declaration
public static string FormatPlatformPath(string path)
Parameters
Type Name Description
System.String path
Returns
Type Description
System.String

WriteToFile(String, String, Boolean)

Writes specified text to a file path.

Declaration
public static void WriteToFile(string text, string path, bool formatPath = true)
Parameters
Type Name Description
System.String text
System.String path
System.Boolean formatPath

True to format the path to the current platform.


Class Enums

Class Enums

Inheritance
System.Object
Enums
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Enums

Methods

ContainsAllocated(Enum, Enum)

Returns if whole(extended enum) has any of the part values.

Declaration
public static bool ContainsAllocated(this Enum whole, Enum part)
Parameters
Type Name Description
System.Enum whole
System.Enum part

Values to check for within whole.

Returns
Type Description
System.Boolean

Returns true part is within whole.

Equals(Enum, Enum)

Returns if an enum equals a specified value.

Declaration
public static bool Equals(this Enum value, Enum target)
Parameters
Type Name Description
System.Enum value
System.Enum target
Returns
Type Description
System.Boolean

FromString<T>(String, T)

Determine an enum value from a given string. This can be an expensive function.

Declaration
public static T FromString<T>(string text, T defaultValue)
Parameters
Type Name Description
System.String text

Text of string.

T defaultValue

Default value if enum couldn't be found.

Returns
Type Description
T

Enum found or default value if no enum is found.

Type Parameters
Name Description
T

GetHighestValue<T>()

Returns the highest numeric value for T.

Declaration
public static int GetHighestValue<T>()
Returns
Type Description
System.Int32
Type Parameters
Name Description
T

ReverseContains(Enum, Enum)

Returns if part values contains any of whole(extended enum).

Declaration
public static bool ReverseContains(this Enum whole, Enum part)
Parameters
Type Name Description
System.Enum whole
System.Enum part
Returns
Type Description
System.Boolean

Returns true whole is within part.

SameType(Enum, Enum)

Returns if a is the same Enum as b.

Declaration
public static bool SameType(Enum a, Enum b)
Parameters
Type Name Description
System.Enum a
System.Enum b
Returns
Type Description
System.Boolean

Class Floats

Class Floats

Inheritance
System.Object
Floats
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Floats

Methods

Clamp(Single, Single, Single, ref Boolean)

Clamps a float and returns if the float required clamping.

Declaration
public static float Clamp(float value, float min, float max, ref bool clamped)
Parameters
Type Name Description
System.Single value
System.Single min
System.Single max
System.Boolean clamped
Returns
Type Description
System.Single

InRange(Single, Single, Single)

Returns if a float is within a range.

Declaration
public static bool InRange(this float source, float rangeMin, float rangeMax)
Parameters
Type Name Description
System.Single source

Value of float.

System.Single rangeMin

Minimum of range.

System.Single rangeMax

Maximum of range.

Returns
Type Description
System.Boolean

Near(Single, Single, Single)

Returns if a target float is within variance of the source float.

Declaration
public static bool Near(this float a, float b, float tolerance = 0.01F)
Parameters
Type Name Description
System.Single a
System.Single b
System.Single tolerance
Returns
Type Description
System.Boolean

PreciseSign(Single)

Returns negative-one, zero, or postive-one of a value instead of just negative-one or positive-one.

Declaration
public static float PreciseSign(float value)
Parameters
Type Name Description
System.Single value

Value to sign.

Returns
Type Description
System.Single

Precise sign.

Random01()

Returns a random float between 0f and 1f.

Declaration
public static float Random01()
Returns
Type Description
System.Single

RandomInclusiveRange(Single, Single)

Provides a random inclusive int within a given range. Preferred over Unity's Random to eliminate confusion as Unity uses inclusive for floats max, and exclusive for int max.

Declaration
public static float RandomInclusiveRange(float minimum, float maximum)
Parameters
Type Name Description
System.Single minimum

Inclusive minimum value.

System.Single maximum

Inclusive maximum value.

Returns
Type Description
System.Single

RandomlyFlip(Single)

Randomly flips a float value.

Declaration
public static float RandomlyFlip(this float value)
Parameters
Type Name Description
System.Single value
Returns
Type Description
System.Single

SetIfOverTolerance(Single, Single, Single)

Sets a source float to value if equal to or greater than tolerance.

Declaration
public static float SetIfOverTolerance(this float source, float tolerance, float value)
Parameters
Type Name Description
System.Single source

Float to check against tolerance.

System.Single tolerance

Tolerance float must be equal to or greater than to change to value.

System.Single value

Value source is set to when breaking tolerance.

Returns
Type Description
System.Single

SetIfUnderTolerance(Single, Single, Single)

Sets a source float to value if equal to or less than tolerance.

Declaration
public static float SetIfUnderTolerance(this float source, float tolerance, float value)
Parameters
Type Name Description
System.Single source

Float to check against tolerance.

System.Single tolerance

Tolerance float must be equal to or less than to change to value.

System.Single value

Value source is set to when breaking tolerance.

Returns
Type Description
System.Single

TimeRemainingText(Single, Byte, Boolean)

Returns time remaining as a string using hh:mm:ss.

Declaration
public static string TimeRemainingText(this float value, byte segments, bool emptyOnZero = false)
Parameters
Type Name Description
System.Single value
System.Byte segments

Number of places to return. 1 is seconds, 2 is minutes, 3 is hours. If a placement does not exist it is replaced with 00.

System.Boolean emptyOnZero

True to return an empty string when value is 0 or less.

Returns
Type Description
System.String

TimeRemainingValue(Single)

Returns how much time is left on an endTime. Returns -1 if no time is left.

Declaration
public static float TimeRemainingValue(this float endTime)
Parameters
Type Name Description
System.Single endTime
Returns
Type Description
System.Single

TimeRemainingValue(Single, Boolean)

Returns how much time is left on an endTime. Returns -1 if no time is left.

Declaration
public static int TimeRemainingValue(this float endTime, bool useFloor = true)
Parameters
Type Name Description
System.Single endTime
System.Boolean useFloor
Returns
Type Description
System.Int32

Variance(Single, Single)

Returns a float after being adjusted by the specified variance.

Declaration
public static float Variance(this float source, float variance)
Parameters
Type Name Description
System.Single source
System.Single variance
Returns
Type Description
System.Single

Variance(Single, Single, ref Single)

Sets a float value to result after being adjusted by the specified variance.

Declaration
public static void Variance(this float source, float variance, ref float result)
Parameters
Type Name Description
System.Single source
System.Single variance
System.Single result

Class Hashing

Class Hashing

Inheritance
System.Object
Hashing
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Hashing

Methods

GetStableHashU16(String)

non cryptographic stable hash code,
it will always return the same hash for the same string.

This is simply an implementation of FNV-1 32 bit xor folded to 16 bit https://en.wikipedia.org/wiki/Fowler%E2%80%93Noll%E2%80%93Vo_hash_function

Declaration
public static ushort GetStableHashU16(this string txt)
Parameters
Type Name Description
System.String txt

Text.

Returns
Type Description
System.UInt16

The stable hash32.

GetStableHashU32(String)

non cryptographic stable hash code,
it will always return the same hash for the same string.

This is simply an implementation of FNV-1 32 bit https://en.wikipedia.org/wiki/Fowler%E2%80%93Noll%E2%80%93Vo_hash_function

Declaration
public static uint GetStableHashU32(this string txt)
Parameters
Type Name Description
System.String txt

Text.

Returns
Type Description
System.UInt32

The stable hash32.

GetStableHashU64(String)

non cryptographic stable hash code,
it will always return the same hash for the same string.

This is simply an implementation of FNV-1 64 bit https://en.wikipedia.org/wiki/Fowler%E2%80%93Noll%E2%80%93Vo_hash_function

Declaration
public static ulong GetStableHashU64(this string txt)
Parameters
Type Name Description
System.String txt

Text.

Returns
Type Description
System.UInt64

The stable hash32.


Class IOs

Class IOs

Inheritance
System.Object
IOs
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class IOs

Methods

GetDirectoryFiles(String, HashSet<String>, Boolean, String)

Finds all prefab files in a path.

Declaration
public static string[] GetDirectoryFiles(string startingPath, HashSet<string> excludedPaths, bool recursive, string extension)
Parameters
Type Name Description
System.String startingPath

Path to begin searching in; this is typically "Assets".

System.Collections.Generic.HashSet<System.String> excludedPaths

Paths to exclude when searching.

System.Boolean recursive

True to search subpaths.

System.String extension
Returns
Type Description
System.String[]

Interface IResettable

Interface IResettable

Implement to use type with Caches.

Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public interface IResettable

Methods

InitializeState()

Initializes values after being retrieved from a cache.

Declaration
void InitializeState()

ResetState()

Resets values when being placed in a cache.

Declaration
void ResetState()

Interface IWeighted

Interface IWeighted

Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public interface IWeighted

Methods

GetQuantity()

Declaration
ByteRange GetQuantity()
Returns
Type Description
ByteRange

GetWeight()

Declaration
float GetWeight()
Returns
Type Description
System.Single

Class Ints

Class Ints

Various utility classes relating to floats.

Inheritance
System.Object
Ints
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Ints

Methods

Clamp(Int32, Int32, Int32)

Returns a clamped int within a specified range.

Declaration
public static int Clamp(int value, int minimum, int maximum)
Parameters
Type Name Description
System.Int32 value

Value to clamp.

System.Int32 minimum

Minimum value.

System.Int32 maximum

Maximum value.

Returns
Type Description
System.Int32

PadInt(Int32, Int32)

Pads an index a specified value. Preferred over typical padding so that pad values used with skins can be easily found in the code.

Declaration
public static string PadInt(int value, int padding)
Parameters
Type Name Description
System.Int32 value
System.Int32 padding
Returns
Type Description
System.String

RandomExclusiveRange(Int32, Int32)

Provides a random exclusive int within a given range. Preferred over Unity's Random to eliminate confusion as Unity uses inclusive for floats max, and exclusive for int max.

Declaration
public static int RandomExclusiveRange(int minimum, int maximum)
Parameters
Type Name Description
System.Int32 minimum

Inclusive minimum value.

System.Int32 maximum

Exclusive maximum value.

Returns
Type Description
System.Int32

RandomInclusiveRange(Int32, Int32)

Provides a random inclusive int within a given range. Preferred over Unity's Random to eliminate confusion as Unity uses inclusive for floats max, and exclusive for int max.

Declaration
public static int RandomInclusiveRange(int minimum, int maximum)
Parameters
Type Name Description
System.Int32 minimum

Inclusive minimum value.

System.Int32 maximum

Inclusive maximum value.

Returns
Type Description
System.Int32

ValuesMatch(Int32[])

Determins if all values passed in are the same.

Declaration
public static bool ValuesMatch(params int[] values)
Parameters
Type Name Description
System.Int32[] values

Values to check.

Returns
Type Description
System.Boolean

True if all values are the same.


Class Layers

Class Layers

Inheritance
System.Object
Layers
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Layers

Methods

ContainsLayer(LayerMask, Int32)

Returns if a LayerMask contains a specified layer.

Declaration
public static bool ContainsLayer(LayerMask layerMask, int layer)
Parameters
Type Name Description
UnityEngine.LayerMask layerMask

LayerMask to check for layer in.

System.Int32 layer

Layer to check within LayerMask.

Returns
Type Description
System.Boolean

GetInteractableLayersMask(Int32)

Returns interactable layers LayerMask for a GameObject.

Declaration
public static LayerMask GetInteractableLayersMask(int layer)
Parameters
Type Name Description
System.Int32 layer
Returns
Type Description
UnityEngine.LayerMask

GetInteractableLayersMask(GameObject)

Returns interactable layers LayerMask for a GameObject.

Declaration
public static LayerMask GetInteractableLayersMask(GameObject go)
Parameters
Type Name Description
UnityEngine.GameObject go
Returns
Type Description
UnityEngine.LayerMask

GetInteractableLayersValue(Int32)

Returns interactable layers value for layer.

Declaration
public static int GetInteractableLayersValue(int layer)
Parameters
Type Name Description
System.Int32 layer
Returns
Type Description
System.Int32

GetInteractableLayersValue(GameObject)

Returns interactable layers value for a GameObject.

Declaration
public static int GetInteractableLayersValue(GameObject go)
Parameters
Type Name Description
UnityEngine.GameObject go
Returns
Type Description
System.Int32

LayerMaskToLayerNumber(LayerMask)

Converts a layer mask to a layer number.

Declaration
public static int LayerMaskToLayerNumber(LayerMask mask)
Parameters
Type Name Description
UnityEngine.LayerMask mask
Returns
Type Description
System.Int32

LayerValueToLayerNumber(Int32)

Converts a layer value int to a layer int.

Declaration
public static int LayerValueToLayerNumber(int bitmask)
Parameters
Type Name Description
System.Int32 bitmask
Returns
Type Description
System.Int32

Class LayoutGroups

Class LayoutGroups

Inheritance
System.Object
LayoutGroups
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class LayoutGroups

Methods

EntriesPerWidth(GridLayoutGroup)

Returns how many entries can fit into a GridLayoutGroup

Declaration
public static int EntriesPerWidth(this GridLayoutGroup lg)
Parameters
Type Name Description
UnityEngine.UI.GridLayoutGroup lg
Returns
Type Description
System.Int32

Class Materials

Class Materials

Inheritance
System.Object
Materials
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Materials

Methods

GetColor(Material)

Returns the color or tint color property for a material.

Declaration
public static Color GetColor(this Material material)
Parameters
Type Name Description
UnityEngine.Material material
Returns
Type Description
UnityEngine.Color

SetColor(Material, Color)

Sets the color or tint color property for a material.

Declaration
public static void SetColor(this Material material, Color color)
Parameters
Type Name Description
UnityEngine.Material material
UnityEngine.Color color

Class Maths

Class Maths

Inheritance
System.Object
Maths
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Maths

Methods

ClampByte(Byte, Byte, Byte)

Returns a clamped byte.

Declaration
public static byte ClampByte(byte value, byte min, byte max)
Parameters
Type Name Description
System.Byte value
System.Byte min
System.Byte max
Returns
Type Description
System.Byte

ClampDouble(Double, Double, Double)

Returns a clamped double.

Declaration
public static double ClampDouble(double value, double min, double max)
Parameters
Type Name Description
System.Double value
System.Double min
System.Double max
Returns
Type Description
System.Double

ClampSByte(Int64, SByte, SByte)

Returns a clamped SBytte.

Declaration
public static sbyte ClampSByte(long value, sbyte min, sbyte max)
Parameters
Type Name Description
System.Int64 value
System.SByte min
System.SByte max
Returns
Type Description
System.SByte

Class ObjectCaches

Class ObjectCaches<T>

Caches objects of a single generic.

Inheritance
System.Object
ObjectCaches<T>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class ObjectCaches<T>
    where T : new()
Type Parameters
Name Description
T

Methods

Retrieve()

Returns a value from the stack or creates an instance when the stack is empty.

Declaration
public static T Retrieve()
Returns
Type Description
T

Store(T)

Stores a value to the stack.

Declaration
public static void Store(T value)
Parameters
Type Name Description
T value

StoreAndDefault(ref T)

Stores an instance of T and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref T value)
Parameters
Type Name Description
T value

Value to store.


Class Projectile

Class Projectile

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
Projectile
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.ObjectPooling.Examples
Assembly: GameKit.Dependencies.dll
Syntax
public class Projectile : MonoBehaviour

Fields

DestroyDelay

If above 0f projectiles are stored with a delay rather than when off screen.

Declaration
[Tooltip("If above 0f projectiles are stored with a delay rather than when off screen.")]
[Range(0F, 5F)]
public float DestroyDelay
Field Value
Type Description
System.Single

MoveRate

Declaration
public float MoveRate
Field Value
Type Description
System.Single

Class ProjectileSpawner

Class ProjectileSpawner

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
ProjectileSpawner
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.ObjectPooling.Examples
Assembly: GameKit.Dependencies.dll
Syntax
public class ProjectileSpawner : MonoBehaviour

Fields

_instantiateDelay

Declaration
public float _instantiateDelay
Field Value
Type Description
System.Single

Prefab

Declaration
public GameObject Prefab
Field Value
Type Description
UnityEngine.GameObject

UsePool

Declaration
public bool UsePool
Field Value
Type Description
System.Boolean

Namespace GameKit.Dependencies.Utilities.ObjectPooling.Examples

Namespace GameKit.Dependencies.Utilities.ObjectPooling.Examples

Classes

Projectile

ProjectileSpawner


Class ListStack

Class ListStack<GameObject>

Inheritance
System.Object
ListStack<GameObject>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.ObjectPooling
Assembly: GameKit.Dependencies.dll
Syntax
public class ListStack<GameObject>
Type Parameters
Name Description
GameObject

Constructors

ListStack()

Declaration
public ListStack()

Properties

Count

Number of entries within the stack.

Declaration
public int Count { get; }
Property Value
Type Description
System.Int32

Entries

Entries within this ListStack.

Declaration
public List<GameObject> Entries { get; }
Property Value
Type Description
System.Collections.Generic.List<GameObject>

EntriesAddedTimes

Time an entry was added. Indexes will always match up with Entries.

Declaration
public List<float> EntriesAddedTimes { get; }
Property Value
Type Description
System.Collections.Generic.List<System.Single>

Methods

AccessedRecently(Single)

Returns if this ListStack has been accessed recently.

Declaration
public bool AccessedRecently(float threshold)
Parameters
Type Name Description
System.Single threshold
Returns
Type Description
System.Boolean

Clear()

Clears the stack; does not destroy items within the stack.

Declaration
public void Clear()

Cull(Single)

Returns a list of GameObjects which were culled from the stack.

Declaration
public List<GameObject> Cull(float threshold)
Parameters
Type Name Description
System.Single threshold
Returns
Type Description
System.Collections.Generic.List<GameObject>

Pop()

Pop an item from the stack.

Declaration
public GameObject Pop()
Returns
Type Description
GameObject

Push(GameObject)

Push an item to the stack.

Declaration
public void Push(GameObject item)
Parameters
Type Name Description
GameObject item

Remove(GameObject)

Attempts to remove an item from the entries.

Declaration
public bool Remove(GameObject item)
Parameters
Type Name Description
GameObject item
Returns
Type Description
System.Boolean

True if an item was removed.

Remove(Int32)

Remove an entry at a specified index.

Declaration
public void Remove(int index)
Parameters
Type Name Description
System.Int32 index

Class ObjectPool

Class ObjectPool

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
ObjectPool
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.ObjectPooling
Assembly: GameKit.Dependencies.dll
Syntax
public class ObjectPool : MonoBehaviour

Methods

__Reset(Boolean)

Destroys all stored and optionally retrieved objects. Race conditions may be created by this coroutine if trying to retrieve or store objects before it finishes executing.

Declaration
public IEnumerator __Reset(bool destroyActive)
Parameters
Type Name Description
System.Boolean destroyActive

True to also destroy active retrieved gameObjects. False will erase active objects from memory, but not destroy them.

Returns
Type Description
System.Collections.IEnumerator

Retrieve(GameObject)

Returns a pooled object of the specified prefab.

Declaration
public static GameObject Retrieve(GameObject poolObject)
Parameters
Type Name Description
UnityEngine.GameObject poolObject

Prefab to retrieve.

Returns
Type Description
UnityEngine.GameObject

Retrieve(GameObject, Transform, Boolean)

Returns a pooled object of the specified prefab.

Declaration
public static GameObject Retrieve(GameObject poolObject, Transform parent, bool instantiateInWorldSpace = true)
Parameters
Type Name Description
UnityEngine.GameObject poolObject

Prefab to retrieve.

UnityEngine.Transform parent

Parent to attach the retrieved prefab to.

System.Boolean instantiateInWorldSpace

Use true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.

Returns
Type Description
UnityEngine.GameObject

Retrieve(GameObject, Vector3, Quaternion)

Returns a pooled object of the specified prefab.

Declaration
public static GameObject Retrieve(GameObject poolObject, Vector3 position, Quaternion rotation)
Parameters
Type Name Description
UnityEngine.GameObject poolObject

Prefab to retrieve.

UnityEngine.Vector3 position

Position for the retrieved object.

UnityEngine.Quaternion rotation

Orientation for the retrieved object.

Returns
Type Description
UnityEngine.GameObject

Retrieve(GameObject, Vector3, Quaternion, Transform)

Returns a pooled object of the specified prefab.

Declaration
public GameObject Retrieve(GameObject poolObject, Vector3 position, Quaternion rotation, Transform parent)
Parameters
Type Name Description
UnityEngine.GameObject poolObject

Prefab to retrieve.

UnityEngine.Vector3 position

Position for the retrieved object.

UnityEngine.Quaternion rotation

Orientation for the retrieved object.

UnityEngine.Transform parent

Transform to parent the retrieved object to.

Returns
Type Description
UnityEngine.GameObject

Retrieve<T>(GameObject)

Returns a pooled object of the specified prefab.

Declaration
public static T Retrieve<T>(GameObject prefab)
Parameters
Type Name Description
UnityEngine.GameObject prefab

Prefab to retrieve.

Returns
Type Description
T
Type Parameters
Name Description
T

Retrieve<T>(GameObject, Transform, Boolean)

Returns a pooled object of the specified prefab.

Declaration
public static T Retrieve<T>(GameObject prefab, Transform parent, bool instantiateInWorldSpace = true)
Parameters
Type Name Description
UnityEngine.GameObject prefab

Prefab to retrieve.

UnityEngine.Transform parent

Parent to attach the retrieved prefab to.

System.Boolean instantiateInWorldSpace

Use true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.

Returns
Type Description
T
Type Parameters
Name Description
T

Retrieve<T>(GameObject, Vector3, Quaternion)

Returns a pooled object of the specified prefab.

Declaration
public static T Retrieve<T>(GameObject prefab, Vector3 position, Quaternion rotation)
Parameters
Type Name Description
UnityEngine.GameObject prefab

Prefab to retrieve.

UnityEngine.Vector3 position

Position for the retrieved object.

UnityEngine.Quaternion rotation

Orientation for the retrieved object.

Returns
Type Description
T
Type Parameters
Name Description
T

Retrieve<T>(GameObject, Vector3, Quaternion, Transform)

Returns a pooled object of the specified prefab.

Declaration
public static T Retrieve<T>(GameObject prefab, Vector3 position, Quaternion rotation, Transform parent)
Parameters
Type Name Description
UnityEngine.GameObject prefab

Prefab to retrieve.

UnityEngine.Vector3 position

Position for the retrieved object.

UnityEngine.Quaternion rotation

Orientation for the retrieved object.

UnityEngine.Transform parent

Transform to parent the retrieved object to.

Returns
Type Description
T
Type Parameters
Name Description
T

RetrieveInternal(GameObject, Transform, Boolean)

Declaration
public GameObject RetrieveInternal(GameObject poolObject, Transform parent, bool instantiateInWorldSpace = true)
Parameters
Type Name Description
UnityEngine.GameObject poolObject
UnityEngine.Transform parent
System.Boolean instantiateInWorldSpace
Returns
Type Description
UnityEngine.GameObject

Store(GameObject, Boolean)

Returns an object to it's pool.

Declaration
public static void Store(GameObject instantiatedObject, bool parentPooler = true)
Parameters
Type Name Description
UnityEngine.GameObject instantiatedObject
System.Boolean parentPooler

True to set the objects parent as the ObjectPooler.

Store(GameObject, Single, Boolean)

Returns an object to it's pool.

Declaration
public static void Store(GameObject instantiatedObject, float delay, bool parentPooler = true)
Parameters
Type Name Description
UnityEngine.GameObject instantiatedObject
System.Single delay
System.Boolean parentPooler

True to set the objects parent as the ObjectPooler.


Class PoolData

Class PoolData

Inheritance
System.Object
PoolData
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.ObjectPooling
Assembly: GameKit.Dependencies.dll
Syntax
public class PoolData

Constructors

PoolData(GameObject, Single)

Declaration
public PoolData(GameObject prefab, float expirationDuration)
Parameters
Type Name Description
UnityEngine.GameObject prefab
System.Single expirationDuration

Fields

Objects

Objects currently in the pool.

Declaration
public ListStack<GameObject> Objects
Field Value
Type Description
ListStack<UnityEngine.GameObject>

Prefab

Prefab for this pool.

Declaration
public readonly GameObject Prefab
Field Value
Type Description
UnityEngine.GameObject

Methods

Cull()

Returns a list of GameObjects which were culled from the stack using the default expiration duration.

Declaration
public List<GameObject> Cull()
Returns
Type Description
System.Collections.Generic.List<UnityEngine.GameObject>

PoolExpired()

Returns if the pool has expired due to inactivity.

Declaration
public bool PoolExpired()
Returns
Type Description
System.Boolean

Namespace GameKit.Dependencies.Utilities.ObjectPooling

Namespace GameKit.Dependencies.Utilities.ObjectPooling

Classes

ListStack<GameObject>

ObjectPool

PoolData


Class Objects

Class Objects

Inheritance
System.Object
Objects
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Objects

Methods

FindAllObjectsOfType<T>(Boolean, Boolean, Boolean, Boolean)

Finds all objects in the scene of type. This method is very expensive.

Declaration
public static List<T> FindAllObjectsOfType<T>(bool activeSceneOnly = true, bool requireSceneLoaded = false, bool includeDDOL = true, bool includeInactive = true)
Parameters
Type Name Description
System.Boolean activeSceneOnly
System.Boolean requireSceneLoaded

True if the scene must be fully loaded before trying to seek objects.

System.Boolean includeDDOL
System.Boolean includeInactive
Returns
Type Description
System.Collections.Generic.List<T>
Type Parameters
Name Description
T

IsDestroyed(GameObject)

Returns if an object has been destroyed from memory.

Declaration
public static bool IsDestroyed(this GameObject gameObject)
Parameters
Type Name Description
UnityEngine.GameObject gameObject
Returns
Type Description
System.Boolean

Class Particles

Class Particles

Inheritance
System.Object
Particles
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Particles

Methods

ReturnLongestCycle(ParticleSystem[])

Returns the longest time required for all systems to stop.

Declaration
public static float ReturnLongestCycle(ParticleSystem[] systems)
Parameters
Type Name Description
UnityEngine.ParticleSystem[] systems
Returns
Type Description
System.Single

StopParticleSystem(ParticleSystem, Boolean, Boolean)

Issues stop on the specified particle systems.

Declaration
public static float StopParticleSystem(ParticleSystem system, bool stopLoopingOnly, bool stopChildren = false)
Parameters
Type Name Description
UnityEngine.ParticleSystem system
System.Boolean stopLoopingOnly
System.Boolean stopChildren
Returns
Type Description
System.Single

StopParticleSystem(ParticleSystem, Boolean, ParticleSystemStopBehavior, Boolean)

Issues stop on the specified particle system while returning the time required to play out.

Declaration
public static float StopParticleSystem(ParticleSystem system, bool stopLoopingOnly, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting, bool stopChildren = false)
Parameters
Type Name Description
UnityEngine.ParticleSystem system
System.Boolean stopLoopingOnly
UnityEngine.ParticleSystemStopBehavior stopBehavior
System.Boolean stopChildren
Returns
Type Description
System.Single

StopParticleSystem(ParticleSystem, ParticleSystemStopBehavior, Boolean)

Issues stop on the specified particle systems while returning the time required to play out.

Declaration
public static float StopParticleSystem(ParticleSystem system, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting, bool stopChildren = false)
Parameters
Type Name Description
UnityEngine.ParticleSystem system
UnityEngine.ParticleSystemStopBehavior stopBehavior
System.Boolean stopChildren
Returns
Type Description
System.Single

StopParticleSystem(ParticleSystem[], Boolean)

Issues stop on the specified particle systems.

Declaration
public static float StopParticleSystem(ParticleSystem[] systems, bool stopLoopingOnly)
Parameters
Type Name Description
UnityEngine.ParticleSystem[] systems
System.Boolean stopLoopingOnly
Returns
Type Description
System.Single

StopParticleSystem(ParticleSystem[], Boolean, ParticleSystemStopBehavior)

Issues stop on the specified particle systems while returning the time required to play out.

Declaration
public static float StopParticleSystem(ParticleSystem[] systems, bool stopLoopingOnly, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting)
Parameters
Type Name Description
UnityEngine.ParticleSystem[] systems
System.Boolean stopLoopingOnly
UnityEngine.ParticleSystemStopBehavior stopBehavior
Returns
Type Description
System.Single

StopParticleSystem(ParticleSystem[], ParticleSystemStopBehavior)

Issues stop on the specified particle systems while returning the time required to play out.

Declaration
public static float StopParticleSystem(ParticleSystem[] systems, ParticleSystemStopBehavior stopBehavior = ParticleSystemStopBehavior.StopEmitting)
Parameters
Type Name Description
UnityEngine.ParticleSystem[] systems
UnityEngine.ParticleSystemStopBehavior stopBehavior
Returns
Type Description
System.Single

Class PointerMonoBehaviour

Class PointerMonoBehaviour

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
PointerMonoBehaviour
Implements
UnityEngine.EventSystems.IPointerEnterHandler
UnityEngine.EventSystems.IPointerExitHandler
UnityEngine.EventSystems.IPointerDownHandler
UnityEngine.EventSystems.IPointerUpHandler
UnityEngine.EventSystems.IEventSystemHandler
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public abstract class PointerMonoBehaviour : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, IEventSystemHandler

Methods

OnHovered(Boolean, PointerEventData)

Declaration
public virtual void OnHovered(bool hovered, PointerEventData eventData)
Parameters
Type Name Description
System.Boolean hovered
UnityEngine.EventSystems.PointerEventData eventData

OnPointerDown(PointerEventData)

Called when the pointer presses this objects rect transform.

Declaration
public void OnPointerDown(PointerEventData eventData)
Parameters
Type Name Description
UnityEngine.EventSystems.PointerEventData eventData

OnPointerEnter(PointerEventData)

Called when the pointer enters this objects rect transform.

Declaration
public void OnPointerEnter(PointerEventData eventData)
Parameters
Type Name Description
UnityEngine.EventSystems.PointerEventData eventData

OnPointerExit(PointerEventData)

Called when the pointer exits this objects rect transform.

Declaration
public void OnPointerExit(PointerEventData eventData)
Parameters
Type Name Description
UnityEngine.EventSystems.PointerEventData eventData

OnPointerUp(PointerEventData)

Called when the pointer releases this objects rect transform.

Declaration
public void OnPointerUp(PointerEventData eventData)
Parameters
Type Name Description
UnityEngine.EventSystems.PointerEventData eventData

OnPressed(Boolean, PointerEventData)

Declaration
public virtual void OnPressed(bool pressed, PointerEventData eventData)
Parameters
Type Name Description
System.Boolean pressed
UnityEngine.EventSystems.PointerEventData eventData

Implements

UnityEngine.EventSystems.IPointerEnterHandler
UnityEngine.EventSystems.IPointerExitHandler
UnityEngine.EventSystems.IPointerDownHandler
UnityEngine.EventSystems.IPointerUpHandler
UnityEngine.EventSystems.IEventSystemHandler

Class Quaternions

Class Quaternions

Inheritance
System.Object
Quaternions
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Quaternions

Methods

Angle(Quaternion, Quaternion, Boolean)

Returns the angle between two quaterions.

Declaration
public static float Angle(this Quaternion a, Quaternion b, bool precise = false)
Parameters
Type Name Description
UnityEngine.Quaternion a
UnityEngine.Quaternion b
System.Boolean precise

True to use a custom implementation with no error tolerance. False to use Unity's implementation which may return 0f due to error tolerance, even while there is a difference.

Returns
Type Description
System.Single

GetRate(Quaternion, Quaternion, Single, out Single, UInt32, Single)

Returns how fast an object must rotate over duration to reach goal.

Declaration
public static float GetRate(this Quaternion a, Quaternion goal, float duration, out float angle, uint interval = 1U, float tolerance = 0F)
Parameters
Type Name Description
UnityEngine.Quaternion a
UnityEngine.Quaternion goal

Quaternion to measure distance against.

System.Single duration

How long it should take to move to goal.

System.Single angle
System.UInt32 interval

A multiplier applied towards interval. Typically this is used for ticks passed.

System.Single tolerance
Returns
Type Description
System.Single

Matches(Quaternion, Quaternion, Boolean)

Returns if two quaternions match.

Declaration
public static bool Matches(this Quaternion a, Quaternion b, bool precise = false)
Parameters
Type Name Description
UnityEngine.Quaternion a
UnityEngine.Quaternion b
System.Boolean precise

True to use a custom implementation with no error tolerance. False to use Unity's implementation which may return a match even when not true due to error tolerance.

Returns
Type Description
System.Boolean

Class ResettableCollectionCaches

Class ResettableCollectionCaches<T>

Caches collections of a single generic.

Inheritance
System.Object
ResettableCollectionCaches<T>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class ResettableCollectionCaches<T>
    where T : IResettable, new()
Type Parameters
Name Description
T

Methods

RetrieveArray()

Retrieves a collection.

Declaration
public static T[] RetrieveArray()
Returns
Type Description
T[]

RetrieveHashSet()

Retrieves a collection.

Declaration
public static HashSet<T> RetrieveHashSet()
Returns
Type Description
System.Collections.Generic.HashSet<T>

RetrieveList()

Retrieves a collection.

Declaration
public static List<T> RetrieveList()
Returns
Type Description
System.Collections.Generic.List<T>

RetrieveRingBuffer()

Retrieves a collection.

Declaration
public static ResettableRingBuffer<T> RetrieveRingBuffer()
Returns
Type Description
ResettableRingBuffer<T>

Store(T[], Int32)

Stores a collection.

Declaration
public static void Store(T[] value, int count)
Parameters
Type Name Description
T[] value

Value to store.

System.Int32 count

Number of entries in the array from the beginning.

Store(ResettableRingBuffer<T>)

Stores a collection.

Declaration
public static void Store(ResettableRingBuffer<T> value)
Parameters
Type Name Description
ResettableRingBuffer<T> value

Value to store.

Store(HashSet<T>)

Stores a collection.

Declaration
public static void Store(HashSet<T> value)
Parameters
Type Name Description
System.Collections.Generic.HashSet<T> value

Value to store.

Store(List<T>)

Stores a collection.

Declaration
public static void Store(List<T> value)
Parameters
Type Name Description
System.Collections.Generic.List<T> value

Value to store.

StoreAndDefault(ref T[], Int32)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref T[] value, int count)
Parameters
Type Name Description
T[] value

Value to store.

System.Int32 count

Number of entries in the array from the beginning.

StoreAndDefault(ref ResettableRingBuffer<T>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref ResettableRingBuffer<T> value)
Parameters
Type Name Description
ResettableRingBuffer<T> value

Value to store.

StoreAndDefault(ref HashSet<T>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref HashSet<T> value)
Parameters
Type Name Description
System.Collections.Generic.HashSet<T> value

Value to store.

StoreAndDefault(ref List<T>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref List<T> value)
Parameters
Type Name Description
System.Collections.Generic.List<T> value

Value to store.


Class ResettableCollectionCaches

Class ResettableCollectionCaches<T1, T2>

Caches collections of multiple generics.

Inheritance
System.Object
ResettableCollectionCaches<T1, T2>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class ResettableCollectionCaches<T1, T2>
    where T1 : IResettable, new()
    where T2 : IResettable, new()
Type Parameters
Name Description
T1
T2

Methods

RetrieveDictionary()

Retrieves a collection.

Declaration
public static Dictionary<T1, T2> RetrieveDictionary()
Returns
Type Description
System.Collections.Generic.Dictionary<T1, T2>

Store(Dictionary<T1, T2>)

Stores a collection.

Declaration
public static void Store(Dictionary<T1, T2> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<T1, T2> value

Value to store.

StoreAndDefault(ref Dictionary<T1, T2>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref Dictionary<T1, T2> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<T1, T2> value

Value to store.


Class ResettableObjectCaches

Class ResettableObjectCaches<T>

Caches objects of a single generic.

Inheritance
System.Object
ResettableObjectCaches<T>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class ResettableObjectCaches<T>
    where T : IResettable, new()
Type Parameters
Name Description
T

Methods

Retrieve()

Retrieves an instance of T.

Declaration
public static T Retrieve()
Returns
Type Description
T

Store(T)

Stores an instance of T.

Declaration
public static void Store(T value)
Parameters
Type Name Description
T value

Value to store.

StoreAndDefault(ref T)

Stores an instance of T and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref T value)
Parameters
Type Name Description
T value

Value to store.


Class ResettableT1CollectionCaches

Class ResettableT1CollectionCaches<T1, T2>

Caches collections of multiple generics.

Inheritance
System.Object
ResettableT1CollectionCaches<T1, T2>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class ResettableT1CollectionCaches<T1, T2>
    where T1 : IResettable, new()
Type Parameters
Name Description
T1
T2

Methods

RetrieveDictionary()

Retrieves a collection.

Declaration
public static Dictionary<T1, T2> RetrieveDictionary()
Returns
Type Description
System.Collections.Generic.Dictionary<T1, T2>

Store(Dictionary<T1, T2>)

Stores a collection.

Declaration
public static void Store(Dictionary<T1, T2> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<T1, T2> value

Value to store.

StoreAndDefault(ref Dictionary<T1, T2>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref Dictionary<T1, T2> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<T1, T2> value

Value to store.


Class ResettableT2CollectionCaches

Class ResettableT2CollectionCaches<T1, T2>

Caches collections of multiple generics.

Inheritance
System.Object
ResettableT2CollectionCaches<T1, T2>
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class ResettableT2CollectionCaches<T1, T2>
    where T2 : IResettable, new()
Type Parameters
Name Description
T1
T2

Methods

RetrieveDictionary()

Retrieves a collection.

Declaration
public static Dictionary<T1, T2> RetrieveDictionary()
Returns
Type Description
System.Collections.Generic.Dictionary<T1, T2>

Store(Dictionary<T1, T2>)

Stores a collection.

Declaration
public static void Store(Dictionary<T1, T2> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<T1, T2> value

Value to store.

StoreAndDefault(ref Dictionary<T1, T2>)

Stores a collection and sets the original reference to default. Method will not execute if value is null.

Declaration
public static void StoreAndDefault(ref Dictionary<T1, T2> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<T1, T2> value

Value to store.


Class Strings

Class Strings

Inheritance
System.Object
Strings
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Strings

Methods

Contains(String, String, StringComparison)

Returns if a string contains another string using StringComparison.

Declaration
public static bool Contains(this string s, string contains, StringComparison comp)
Parameters
Type Name Description
System.String s
System.String contains
System.StringComparison comp
Returns
Type Description
System.Boolean

ReturnModifySuffix(String, String, Boolean)

Attachs or detaches an suffix to a string.

Declaration
public static string ReturnModifySuffix(string text, string suffix, bool addExtension)
Parameters
Type Name Description
System.String text
System.String suffix
System.Boolean addExtension
Returns
Type Description
System.String

Class Transforms

Class Transforms

Inheritance
System.Object
Transforms
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Transforms

Methods

DestroyChildren(Transform, Boolean)

Destroys all children under the specified transform.

Declaration
public static void DestroyChildren(this Transform t, bool destroyImmediately = false)
Parameters
Type Name Description
UnityEngine.Transform t
System.Boolean destroyImmediately

DestroyChildren<T>(Transform, Boolean)

Destroys all children of a type under the specified transform.

Declaration
public static void DestroyChildren<T>(this Transform t, bool destroyImmediately = false)
    where T : MonoBehaviour
Parameters
Type Name Description
UnityEngine.Transform t
System.Boolean destroyImmediately
Type Parameters
Name Description
T

GetComponentsInChildren<T>(Transform, List<T>, Boolean, Boolean)

Gets components in children and optionally parent.

Declaration
public static void GetComponentsInChildren<T>(this Transform parent, List<T> results, bool includeParent = true, bool includeInactive = false)
    where T : Component
Parameters
Type Name Description
UnityEngine.Transform parent
System.Collections.Generic.List<T> results
System.Boolean includeParent
System.Boolean includeInactive
Type Parameters
Name Description
T

GetOnScreenPosition(RectTransform, Vector3, Vector2)

Returns a position for the rectTransform ensuring it's fully on the screen.

Declaration
public static Vector3 GetOnScreenPosition(this RectTransform rectTransform, Vector3 desiredPosition, Vector2 padding)
Parameters
Type Name Description
UnityEngine.RectTransform rectTransform
UnityEngine.Vector3 desiredPosition

Preferred position for the rectTransform.

UnityEngine.Vector2 padding

How much padding the transform must be from the screen edges.

Returns
Type Description
UnityEngine.Vector3

GetPosition(Transform, Boolean)

Returns the position of this transform.

Declaration
public static Vector3 GetPosition(this Transform t, bool localSpace)
Parameters
Type Name Description
UnityEngine.Transform t
System.Boolean localSpace
Returns
Type Description
UnityEngine.Vector3

GetRotation(Transform, Boolean)

Returns the rotation of this transform.

Declaration
public static Quaternion GetRotation(this Transform t, bool localSpace)
Parameters
Type Name Description
UnityEngine.Transform t
System.Boolean localSpace
Returns
Type Description
UnityEngine.Quaternion

GetScale(Transform)

Returns the scale of this transform.

Declaration
public static Vector3 GetScale(this Transform t)
Parameters
Type Name Description
UnityEngine.Transform t
Returns
Type Description
UnityEngine.Vector3

HalfSizeDelta(RectTransform, Boolean)

Returns the sizeDelta halfed.

Declaration
public static Vector2 HalfSizeDelta(this RectTransform rectTransform, bool useScale = false)
Parameters
Type Name Description
UnityEngine.RectTransform rectTransform
System.Boolean useScale
Returns
Type Description
UnityEngine.Vector2

SetParentAndKeepTransform(Transform, Transform)

Sets a parent for src while maintaining position, rotation, and scale of src.

Declaration
public static void SetParentAndKeepTransform(this Transform src, Transform parent)
Parameters
Type Name Description
UnityEngine.Transform src
UnityEngine.Transform parent

Transform to become a child of.

SetPosition(Transform, Boolean, Vector3)

Sets the position of this transform.

Declaration
public static void SetPosition(this Transform t, bool localSpace, Vector3 pos)
Parameters
Type Name Description
UnityEngine.Transform t
System.Boolean localSpace
UnityEngine.Vector3 pos

SetRotation(Transform, Boolean, Quaternion)

Sets the position of this transform.

Declaration
public static void SetRotation(this Transform t, bool localSpace, Quaternion rot)
Parameters
Type Name Description
UnityEngine.Transform t
System.Boolean localSpace
UnityEngine.Quaternion rot

SetScale(Transform, Vector3)

Sets the position of this transform.

Declaration
public static void SetScale(this Transform t, Vector3 scale)
Parameters
Type Name Description
UnityEngine.Transform t
UnityEngine.Vector3 scale

SizeDeltaScaled(RectTransform)

Returns the sizeDelta multiplied by scale.

Declaration
public static Vector2 SizeDeltaScaled(this RectTransform rectTransform)
Parameters
Type Name Description
UnityEngine.RectTransform rectTransform
Returns
Type Description
UnityEngine.Vector2

Struct ByteRange

Struct ByteRange

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
[Serializable]
public struct ByteRange

Constructors

ByteRange(Byte, Byte)

Declaration
public ByteRange(byte minimum, byte maximum)
Parameters
Type Name Description
System.Byte minimum
System.Byte maximum

Fields

Maximum

Maximum range.

Declaration
public byte Maximum
Field Value
Type Description
System.Byte

Minimum

Minimum range.

Declaration
public byte Minimum
Field Value
Type Description
System.Byte

Methods

Clamp(Byte)

Clamps value between Minimum and Maximum.

Declaration
public byte Clamp(byte value)
Parameters
Type Name Description
System.Byte value
Returns
Type Description
System.Byte

InRange(Byte)

True if value is within range of Minimum and Maximum.

Declaration
public bool InRange(byte value)
Parameters
Type Name Description
System.Byte value
Returns
Type Description
System.Boolean

RandomExclusive()

Returns an exclusive random value between Minimum and Maximum.

Declaration
public byte RandomExclusive()
Returns
Type Description
System.Byte

RandomInclusive()

Returns an inclusive random value between Minimum and Maximum.

Declaration
public byte RandomInclusive()
Returns
Type Description
System.Byte

Delegate ButtonData.PressedDelegate

Delegate ButtonData.PressedDelegate

When not null this will be called when action is taken.

Namespace: GameKit.Dependencies.Utilities.Types.CanvasContainers
Assembly: GameKit.Dependencies.dll
Syntax
public delegate void PressedDelegate(string key);
Parameters
Type Name Description
System.String key

Optional key to associate with callback.


Class ButtonData

Class ButtonData

Inheritance
System.Object
ButtonData
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.Types.CanvasContainers
Assembly: GameKit.Dependencies.dll
Syntax
public class ButtonData : IResettable

Properties

Key

Optional key to include within the callback.

Declaration
public string Key { get; protected set; }
Property Value
Type Description
System.String

Text

Text to place on the button.

Declaration
public string Text { get; protected set; }
Property Value
Type Description
System.String

Methods

Initialize(String, ButtonData.PressedDelegate, String)

Initializes this for use.

Declaration
public void Initialize(string text, ButtonData.PressedDelegate callback, string key = "")
Parameters
Type Name Description
System.String text

Text to display on the button.

ButtonData.PressedDelegate callback

Callback when OnPressed is called.

System.String key

Optional key to include within the callback.

InitializeState()

Declaration
public void InitializeState()

OnPressed()

Called whewn the button for this data is pressed.

Declaration
public virtual void OnPressed()

ResetState()

Declaration
public virtual void ResetState()

Implements

IResettable

Class FloatingContainer

Class FloatingContainer

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
FloatingContainer
Inherited Members
CanvasGroupFader.FadeGoal
CanvasGroupFader.IsHiding
CanvasGroupFader.IsVisible
CanvasGroupFader.CanvasGroup
CanvasGroupFader.UpdateCanvasBlocking
CanvasGroupFader.FadeInDuration
CanvasGroupFader.FadeOutDuration
CanvasGroupFader.OnEnable()
CanvasGroupFader.OnDisable()
CanvasGroupFader.Update()
CanvasGroupFader.ShowImmediately()
CanvasGroupFader.HideImmediately()
CanvasGroupFader.Show()
CanvasGroupFader.OnShow()
CanvasGroupFader.Hide()
CanvasGroupFader.OnHide()
CanvasGroupFader.CompleteFade(Boolean)
CanvasGroupFader.SetCanvasGroupBlockingType(CanvasGroupBlockingType)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types.CanvasContainers
Assembly: GameKit.Dependencies.dll
Syntax
public class FloatingContainer : CanvasGroupFader

Fields

EdgeAvoidance

How much to avoid screen edges when being moved.

Declaration
[Tooltip("How much to avoid screen edges when being moved.")]
[SerializeField]
protected Vector2 EdgeAvoidance
Field Value
Type Description
UnityEngine.Vector2

RectTransform

RectTransform to move.

Declaration
[Tooltip("RectTransform to move.")]
[SerializeField]
protected RectTransform RectTransform
Field Value
Type Description
UnityEngine.RectTransform

UseEdgeAvoidance

True to use edge avoidance.

Declaration
[Tooltip("True to use edge avoidance.")]
[SerializeField]
protected bool UseEdgeAvoidance
Field Value
Type Description
System.Boolean

Methods

AttachGameObject(GameObject)

Attachs a gameObject as a child of this object and sets transform valus to default.

Declaration
public void AttachGameObject(GameObject go)
Parameters
Type Name Description
UnityEngine.GameObject go

GameObject to attach.

Move()

Moves to configured goals.

Declaration
protected virtual void Move()

Show(Transform, Nullable<Vector2>)

Shows the container.

Declaration
public virtual void Show(Transform startingPoint, Vector2? edgeAvoidanceOverride = null)
Parameters
Type Name Description
UnityEngine.Transform startingPoint

Transform to use for position, rotation, and scale.

System.Nullable<UnityEngine.Vector2> edgeAvoidanceOverride

How far to keep the RectTransform from the edge. If null serialized avoidance will be used.

Show(Vector3, Nullable<Vector2>)

Shows the container.

Declaration
public virtual void Show(Vector3 position, Vector2? edgeAvoidanceOverride = null)
Parameters
Type Name Description
UnityEngine.Vector3 position

Position to use.

System.Nullable<UnityEngine.Vector2> edgeAvoidanceOverride

How far to keep the RectTransform from the edge. If null serialized avoidance will be used.

Show(Vector3, Quaternion, Nullable<Vector2>)

Shows the container.

Declaration
public virtual void Show(Vector3 position, Quaternion rotation, Vector2? edgeAvoidanceOverride = null)
Parameters
Type Name Description
UnityEngine.Vector3 position

Position to use.

UnityEngine.Quaternion rotation

Rotation to use.

System.Nullable<UnityEngine.Vector2> edgeAvoidanceOverride

How far to keep the RectTransform from the edge. If null serialized avoidance will be used.

Show(Vector3, Quaternion, Vector3, Vector2, Nullable<Vector2>)

Shows the container.

Declaration
public virtual void Show(Vector3 position, Quaternion rotation, Vector3 scale, Vector2 pivot, Vector2? edgeAvoidanceOverride = null)
Parameters
Type Name Description
UnityEngine.Vector3 position

Position to use.

UnityEngine.Quaternion rotation

Rotation to use.

UnityEngine.Vector3 scale

Scale to use.

UnityEngine.Vector2 pivot

Pivot for rectTransform.

System.Nullable<UnityEngine.Vector2> edgeAvoidanceOverride

How far to keep the RectTransform from the edge. If null serialized avoidance will be used.

UpdateEdgeAvoidance(Nullable<Vector2>, Boolean)

Updates how much edge avoidance to use. When null serialized values are used.

Declaration
public virtual void UpdateEdgeAvoidance(Vector2? edgeAvoidanceOverride = null, bool move = true)
Parameters
Type Name Description
System.Nullable<UnityEngine.Vector2> edgeAvoidanceOverride

How far to keep the RectTransform from the edge. If null serialized avoidance will be used.

System.Boolean move

True to move the RectTransform after updating.

UpdatePivot(Vector2, Boolean)

Updates the rectTransform pivot.

Declaration
public virtual void UpdatePivot(Vector2 pivot, bool move = true)
Parameters
Type Name Description
UnityEngine.Vector2 pivot

New pivot.

System.Boolean move

True to move the RectTransform after updating.

UpdatePosition(Vector3, Boolean)

Updates to a new position.

Declaration
public virtual void UpdatePosition(Vector3 position, bool move = true)
Parameters
Type Name Description
UnityEngine.Vector3 position

Next position.

System.Boolean move

True to move towards new position.

UpdatePositionAndRotation(Vector3, Quaternion, Boolean)

Updates to a new position and rotation.

Declaration
public virtual void UpdatePositionAndRotation(Vector3 position, Quaternion rotation, bool move = true)
Parameters
Type Name Description
UnityEngine.Vector3 position

Next position.

UnityEngine.Quaternion rotation

Next rotation.

System.Boolean move

True to move the RectTransform after updating.

UpdatePositionRotationAndScale(Vector3, Quaternion, Vector3, Boolean)

Updates to a new position, rotation, and scale.

Declaration
public virtual void UpdatePositionRotationAndScale(Vector3 position, Quaternion rotation, Vector3 scale, bool move = true)
Parameters
Type Name Description
UnityEngine.Vector3 position

Next position.

UnityEngine.Quaternion rotation

Next rotation.

UnityEngine.Vector3 scale

Next scale.

System.Boolean move

True to move the RectTransform after updating.

UpdateRotation(Quaternion, Boolean)

Updates to a new rotation.

Declaration
public virtual void UpdateRotation(Quaternion rotation, bool move = true)
Parameters
Type Name Description
UnityEngine.Quaternion rotation

Next rotation.

System.Boolean move

UpdateScale(Vector3, Boolean)

Updates to a new scale.

Declaration
public virtual void UpdateScale(Vector3 scale, bool move = true)
Parameters
Type Name Description
UnityEngine.Vector3 scale

Next scale.

System.Boolean move

True to move the RectTransform after updating.


Class FloatingImage

Class FloatingImage

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
FloatingImage
Inherited Members
FloatingContainer.RectTransform
FloatingContainer.UseEdgeAvoidance
FloatingContainer.EdgeAvoidance
FloatingContainer.AttachGameObject(GameObject)
FloatingContainer.Show(Vector3, Quaternion, Vector3, Vector2, Nullable<Vector2>)
FloatingContainer.Show(Vector3, Nullable<Vector2>)
FloatingContainer.Show(Vector3, Quaternion, Nullable<Vector2>)
FloatingContainer.Show(Transform, Nullable<Vector2>)
FloatingContainer.UpdatePivot(Vector2, Boolean)
FloatingContainer.UpdatePosition(Vector3, Boolean)
FloatingContainer.UpdateRotation(Quaternion, Boolean)
FloatingContainer.UpdateScale(Vector3, Boolean)
FloatingContainer.UpdatePositionAndRotation(Vector3, Quaternion, Boolean)
FloatingContainer.UpdatePositionRotationAndScale(Vector3, Quaternion, Vector3, Boolean)
FloatingContainer.UpdateEdgeAvoidance(Nullable<Vector2>, Boolean)
FloatingContainer.Move()
CanvasGroupFader.FadeGoal
CanvasGroupFader.IsHiding
CanvasGroupFader.IsVisible
CanvasGroupFader.CanvasGroup
CanvasGroupFader.UpdateCanvasBlocking
CanvasGroupFader.FadeInDuration
CanvasGroupFader.FadeOutDuration
CanvasGroupFader.OnEnable()
CanvasGroupFader.OnDisable()
CanvasGroupFader.Update()
CanvasGroupFader.ShowImmediately()
CanvasGroupFader.HideImmediately()
CanvasGroupFader.Show()
CanvasGroupFader.OnShow()
CanvasGroupFader.Hide()
CanvasGroupFader.OnHide()
CanvasGroupFader.CompleteFade(Boolean)
CanvasGroupFader.SetCanvasGroupBlockingType(CanvasGroupBlockingType)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types.CanvasContainers
Assembly: GameKit.Dependencies.dll
Syntax
public class FloatingImage : FloatingContainer

Fields

Renderer

Renderer to apply sprite on.

Declaration
[Tooltip("Renderer to apply sprite on.")]
[SerializeField]
protected Image Renderer
Field Value
Type Description
UnityEngine.UI.Image

Methods

SetSprite(Sprite, Nullable<Vector3>)

Sets which sprite to use.

Declaration
public virtual void SetSprite(Sprite sprite, Vector3? sizeOverride)
Parameters
Type Name Description
UnityEngine.Sprite sprite

Sprite to use.

System.Nullable<UnityEngine.Vector3> sizeOverride

When has value the renderer will be set to this size. Otherwise, the size of the sprite will be used. This value assumes the sprite anchors are set to center.


Class ImageButtonData

Class ImageButtonData

Inheritance
System.Object
ImageButtonData
Implements
IResettable
Inherited Members
ButtonData.Text
ButtonData.Key
ButtonData.Initialize(String, ButtonData.PressedDelegate, String)
ButtonData.OnPressed()
ButtonData.InitializeState()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.Types.CanvasContainers
Assembly: GameKit.Dependencies.dll
Syntax
public class ImageButtonData : ButtonData, IResettable

Properties

DisplayImage

Image to display.

Declaration
public Sprite DisplayImage { get; protected set; }
Property Value
Type Description
UnityEngine.Sprite

Methods

Initialize(Sprite, String, ButtonData.PressedDelegate, String)

Initializes this for use.

Declaration
public void Initialize(Sprite sprite, string text, ButtonData.PressedDelegate callback, string key = "")
Parameters
Type Name Description
UnityEngine.Sprite sprite

Image to use on the button.

System.String text

Text to display on the button.

ButtonData.PressedDelegate callback

Callback when OnPressed is called.

System.String key

Optional key to include within the callback.

ResetState()

Declaration
public override void ResetState()
Overrides
ButtonData.ResetState()

Implements

IResettable

Class ResizableContainer

Class ResizableContainer

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
ResizableContainer
Inherited Members
FloatingContainer.RectTransform
FloatingContainer.UseEdgeAvoidance
FloatingContainer.EdgeAvoidance
FloatingContainer.AttachGameObject(GameObject)
FloatingContainer.Show(Vector3, Quaternion, Vector3, Vector2, Nullable<Vector2>)
FloatingContainer.Show(Vector3, Nullable<Vector2>)
FloatingContainer.Show(Vector3, Quaternion, Nullable<Vector2>)
FloatingContainer.Show(Transform, Nullable<Vector2>)
FloatingContainer.UpdatePivot(Vector2, Boolean)
FloatingContainer.UpdatePosition(Vector3, Boolean)
FloatingContainer.UpdateRotation(Quaternion, Boolean)
FloatingContainer.UpdateScale(Vector3, Boolean)
FloatingContainer.UpdatePositionAndRotation(Vector3, Quaternion, Boolean)
FloatingContainer.UpdatePositionRotationAndScale(Vector3, Quaternion, Vector3, Boolean)
FloatingContainer.UpdateEdgeAvoidance(Nullable<Vector2>, Boolean)
FloatingContainer.Move()
CanvasGroupFader.FadeGoal
CanvasGroupFader.IsHiding
CanvasGroupFader.IsVisible
CanvasGroupFader.CanvasGroup
CanvasGroupFader.UpdateCanvasBlocking
CanvasGroupFader.FadeInDuration
CanvasGroupFader.FadeOutDuration
CanvasGroupFader.OnEnable()
CanvasGroupFader.OnDisable()
CanvasGroupFader.Update()
CanvasGroupFader.ShowImmediately()
CanvasGroupFader.HideImmediately()
CanvasGroupFader.Show()
CanvasGroupFader.OnShow()
CanvasGroupFader.Hide()
CanvasGroupFader.OnHide()
CanvasGroupFader.CompleteFade(Boolean)
CanvasGroupFader.SetCanvasGroupBlockingType(CanvasGroupBlockingType)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types.CanvasContainers
Assembly: GameKit.Dependencies.dll
Syntax
public class ResizableContainer : FloatingContainer

Fields

SizeLimits

Minimum and maximum range for widwth and height of the RectTransform.

Declaration
[Tooltip("Minimum and maximum range for width and height of the RectTransform.")]
public FloatRange2D SizeLimits
Field Value
Type Description
FloatRange2D

Methods

ResizeAndShow(Vector2, Boolean)

Resizes this canvas.

Declaration
protected virtual void ResizeAndShow(Vector2 desiredSize, bool ignoreSizeLimits)
Parameters
Type Name Description
UnityEngine.Vector2 desiredSize
System.Boolean ignoreSizeLimits

SetSizeAndShow(Vector2, Boolean)

Sets a size, and resizes if needed. Other transform values must be set separately using inherited methods.

Declaration
public void SetSizeAndShow(Vector2 size, bool ignoreSizeLimits = false)
Parameters
Type Name Description
UnityEngine.Vector2 size

New size to use.

System.Boolean ignoreSizeLimits

True to ignore serialized Size limits.


Namespace GameKit.Dependencies.Utilities.Types.CanvasContainers

Namespace GameKit.Dependencies.Utilities.Types.CanvasContainers

Classes

ButtonData

FloatingContainer

FloatingImage

ImageButtonData

ResizableContainer

Delegates

ButtonData.PressedDelegate

When not null this will be called when action is taken.


Enum CanvasGroupFader.FadeGoalType

Enum CanvasGroupFader.FadeGoalType

Current fade state or goal for this class.

Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public enum FadeGoalType

Fields

Name Description
Hidden
Unset
Visible

Extension Methods

Enums.ContainsAllocated(Enum)
Enums.ReverseContains(Enum)
Enums.Equals(Enum)

Class CanvasGroupFader

Class CanvasGroupFader

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
CanvasGroupFader
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class CanvasGroupFader : MonoBehaviour

Fields

CanvasGroup

CanvasGroup to fade in and out.

Declaration
[Tooltip("CanvasGroup to fade in and out.")]
[SerializeField]
protected CanvasGroup CanvasGroup
Field Value
Type Description
UnityEngine.CanvasGroup

FadeInDuration

How long it should take to fade in the CanvasGroup.

Declaration
[SerializeField]
protected float FadeInDuration
Field Value
Type Description
System.Single

FadeOutDuration

How long it should take to fade out the CanvasGroup.

Declaration
[SerializeField]
protected float FadeOutDuration
Field Value
Type Description
System.Single

UpdateCanvasBlocking

True to update the CanvasGroup blocking settings when showing and hiding.

Declaration
[Tooltip("True to update the CanvasGroup blocking settings when showing and hiding.")]
[SerializeField]
protected bool UpdateCanvasBlocking
Field Value
Type Description
System.Boolean

Properties

FadeGoal

Current goal for the fader.

Declaration
public CanvasGroupFader.FadeGoalType FadeGoal { get; }
Property Value
Type Description
CanvasGroupFader.FadeGoalType

IsHiding

True if hidden or in the process of hiding.

Declaration
public bool IsHiding { get; }
Property Value
Type Description
System.Boolean

IsVisible

True if visible. Will be true long as the CanvasGroup has alpha. Also see IsHiding.

Declaration
public bool IsVisible { get; }
Property Value
Type Description
System.Boolean

Methods

CompleteFade(Boolean)

Called when the fade completes.

Declaration
protected virtual void CompleteFade(bool fadingIn)
Parameters
Type Name Description
System.Boolean fadingIn

Hide()

Hides CanvasGroup with a fade.

Declaration
public virtual void Hide()

HideImmediately()

Hides CanvasGroup immediately.

Declaration
public virtual void HideImmediately()

OnDisable()

Declaration
protected virtual void OnDisable()

OnEnable()

Declaration
protected virtual void OnEnable()

OnHide()

Called after Hide or HideImmediate.

Declaration
protected virtual void OnHide()

OnShow()

Called after Show or ShowImmediate.

Declaration
protected virtual void OnShow()

SetCanvasGroupBlockingType(CanvasGroupBlockingType)

Changes the CanvasGroups interactable and bloacking state.

Declaration
protected virtual void SetCanvasGroupBlockingType(CanvasGroupBlockingType blockingType)
Parameters
Type Name Description
CanvasGroupBlockingType blockingType

Show()

Shows CanvasGroup with a fade.

Declaration
public virtual void Show()

ShowImmediately()

Shows CanvasGroup immediately.

Declaration
public virtual void ShowImmediately()

Update()

Declaration
protected virtual void Update()

Class CanvasTracker

Class CanvasTracker

Used to track generic canvases and their states.

Inheritance
System.Object
CanvasTracker
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public static class CanvasTracker

Properties

InputBlockingCanvases

Canvases which should block input.

Declaration
public static IReadOnlyList<object> InputBlockingCanvases { get; }
Property Value
Type Description
System.Collections.Generic.IReadOnlyList<System.Object>

IsInputBlockingCanvasOpen

True if any blocking canvas is open.

Declaration
public static bool IsInputBlockingCanvasOpen { get; }
Property Value
Type Description
System.Boolean

OpenCanvases

Canvases which are currently open, in the order they were opened.

Declaration
public static IReadOnlyList<object> OpenCanvases { get; }
Property Value
Type Description
System.Collections.Generic.IReadOnlyList<System.Object>

Methods

AddOpenCanvas(Object, Boolean)

Adds a canvas to OpenCanvases if not already added.

Declaration
public static bool AddOpenCanvas(object canvas, bool addToBlocking)
Parameters
Type Name Description
System.Object canvas
System.Boolean addToBlocking

True to also add as an input blocking canvas.

Returns
Type Description
System.Boolean

True if the canvas was added, false if already added.

ClearCollections()

Clears all collections.

Declaration
public static void ClearCollections()

IsInputBlockingCanvas(Object)

Returns if the canvas is an input blocking canvas.

Declaration
public static bool IsInputBlockingCanvas(object canvas)
Parameters
Type Name Description
System.Object canvas
Returns
Type Description
System.Boolean

IsLastInputBlockingCanvas(Object)

Returns true if is the last canvas blocking input or if no input blocking canvases are set as opened.

Declaration
public static bool IsLastInputBlockingCanvas(object canvas)
Parameters
Type Name Description
System.Object canvas
Returns
Type Description
System.Boolean

IsLastOpenCanvas(Object)

Returns true if is the last canvas opened or if no canvases are set as opened.

Declaration
public static bool IsLastOpenCanvas(object canvas)
Parameters
Type Name Description
System.Object canvas
Returns
Type Description
System.Boolean

IsOpenCanvas(Object)

Returns true if canvas is an open canvas.

Declaration
public static bool IsOpenCanvas(object canvas)
Parameters
Type Name Description
System.Object canvas
Returns
Type Description
System.Boolean

RemoveNullReferences()

Removes null references of canvases. This can be used as clean-up if you were unable to remove a canvas properly. Using this method regularly could be expensive if there are hundreds of open canvases.

Declaration
public static void RemoveNullReferences()

RemoveOpenCanvas(Object)

Removes a canvas from OpenCanvases.

Declaration
public static bool RemoveOpenCanvas(object canvas)
Parameters
Type Name Description
System.Object canvas
Returns
Type Description
System.Boolean

True if the canvas was removed, false if it was not added.


Class DDOL

Class DDOL

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
DDOL
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class DDOL : MonoBehaviour

Methods

GetDDOL()

Returns the current DDOL or creates one if not yet created.

Declaration
public static DDOL GetDDOL()
Returns
Type Description
DDOL

Struct FloatRange

Struct FloatRange

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
[Serializable]
public struct FloatRange

Constructors

FloatRange(Single, Single)

Declaration
public FloatRange(float minimum, float maximum)
Parameters
Type Name Description
System.Single minimum
System.Single maximum

Fields

Maximum

Maximum range.

Declaration
public float Maximum
Field Value
Type Description
System.Single

Minimum

Minimum range.

Declaration
public float Minimum
Field Value
Type Description
System.Single

Methods

Lerp(Single)

Declaration
public float Lerp(float percent)
Parameters
Type Name Description
System.Single percent
Returns
Type Description
System.Single

RandomInclusive()

Returns a random value between Minimum and Maximum.

Declaration
public float RandomInclusive()
Returns
Type Description
System.Single

Struct FloatRange2D

Struct FloatRange2D

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
[Serializable]
public struct FloatRange2D

Constructors

FloatRange2D(FloatRange, FloatRange)

Declaration
public FloatRange2D(FloatRange x, FloatRange y)
Parameters
Type Name Description
FloatRange x
FloatRange y

FloatRange2D(Single, Single, Single, Single)

Declaration
public FloatRange2D(float xMin, float xMax, float yMin, float yMax)
Parameters
Type Name Description
System.Single xMin
System.Single xMax
System.Single yMin
System.Single yMax

Fields

X

Declaration
public FloatRange X
Field Value
Type Description
FloatRange

Y

Declaration
public FloatRange Y
Field Value
Type Description
FloatRange

Methods

Clamp(Vector2)

Declaration
public Vector2 Clamp(Vector2 original)
Parameters
Type Name Description
UnityEngine.Vector2 original
Returns
Type Description
UnityEngine.Vector2

Clamp(Vector3)

Declaration
public Vector3 Clamp(Vector3 original)
Parameters
Type Name Description
UnityEngine.Vector3 original
Returns
Type Description
UnityEngine.Vector3

ClampX(Single)

Declaration
public float ClampX(float original)
Parameters
Type Name Description
System.Single original
Returns
Type Description
System.Single

ClampY(Single)

Declaration
public float ClampY(float original)
Parameters
Type Name Description
System.Single original
Returns
Type Description
System.Single

Interface IOrderable

Interface IOrderable

Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public interface IOrderable

Properties

Order

Declaration
int Order { get; }
Property Value
Type Description
System.Int32

Struct IntRange

Struct IntRange

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
[Serializable]
public struct IntRange

Constructors

IntRange(Int32, Int32)

Declaration
public IntRange(int minimum, int maximum)
Parameters
Type Name Description
System.Int32 minimum
System.Int32 maximum

Fields

Maximum

Maximum range.

Declaration
public int Maximum
Field Value
Type Description
System.Int32

Minimum

Minimum range.

Declaration
public int Minimum
Field Value
Type Description
System.Int32

Methods

Clamp(Int32)

Returns value clamped within minimum and maximum.

Declaration
public int Clamp(int value)
Parameters
Type Name Description
System.Int32 value
Returns
Type Description
System.Int32

RandomExclusive()

Returns an exclusive random value between Minimum and Maximum.

Declaration
public float RandomExclusive()
Returns
Type Description
System.Single

RandomInclusive()

Returns an inclusive random value between Minimum and Maximum.

Declaration
public float RandomInclusive()
Returns
Type Description
System.Single

Class FloatingOptions

Class FloatingOptions

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
FloatingOptions
Inherited Members
CanvasGroupFader.FadeGoal
CanvasGroupFader.IsHiding
CanvasGroupFader.IsVisible
CanvasGroupFader.CanvasGroup
CanvasGroupFader.UpdateCanvasBlocking
CanvasGroupFader.FadeInDuration
CanvasGroupFader.FadeOutDuration
CanvasGroupFader.OnEnable()
CanvasGroupFader.OnDisable()
CanvasGroupFader.Update()
CanvasGroupFader.ShowImmediately()
CanvasGroupFader.HideImmediately()
CanvasGroupFader.Show()
CanvasGroupFader.OnShow()
CanvasGroupFader.Hide()
CanvasGroupFader.OnHide()
CanvasGroupFader.CompleteFade(Boolean)
CanvasGroupFader.SetCanvasGroupBlockingType(CanvasGroupBlockingType)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types.OptionMenuButtons
Assembly: GameKit.Dependencies.dll
Syntax
public class FloatingOptions : CanvasGroupFader

Fields

Buttons

Current buttons.

Declaration
protected List<ButtonData> Buttons
Field Value
Type Description
System.Collections.Generic.List<ButtonData>

Methods

AddButtons(Boolean, IEnumerable<ButtonData>)

Adds buttons.

Declaration
protected virtual void AddButtons(bool clearExisting, IEnumerable<ButtonData> buttonDatas)
Parameters
Type Name Description
System.Boolean clearExisting

True to clear existing buttons first.

System.Collections.Generic.IEnumerable<ButtonData> buttonDatas

Buttons to add.

RemoveButtons()

Removes all buttons.

Declaration
protected virtual void RemoveButtons()

Namespace GameKit.Dependencies.Utilities.Types.OptionMenuButtons

Namespace GameKit.Dependencies.Utilities.Types.OptionMenuButtons

Classes

FloatingOptions


Class RectTransformResizer.ResizeData

Class RectTransformResizer.ResizeData

Inheritance
System.Object
RectTransformResizer.ResizeData
Implements
IResettable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class ResizeData : IResettable

Constructors

ResizeData()

Declaration
public ResizeData()

Fields

Delegate

Declaration
public RectTransformResizer.ResizeDelegate Delegate
Field Value
Type Description
RectTransformResizer.ResizeDelegate

Remaining

Declaration
public byte Remaining
Field Value
Type Description
System.Byte

Methods

InitializeState()

Declaration
public void InitializeState()

ResetState()

Declaration
public void ResetState()

Implements

IResettable

Delegate RectTransformResizer.ResizeDelegate

Delegate RectTransformResizer.ResizeDelegate

Delegate for resizing RectTransforms.

Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public delegate void ResizeDelegate(bool complete);
Parameters
Type Name Description
System.Boolean complete

True if the resize iterations are complete. Typically show your visuals when true.


Class RectTransformResizer

Class RectTransformResizer

Gameplay canvases register to this manager.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
RectTransformResizer
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class RectTransformResizer : MonoBehaviour

Methods

Resize(RectTransformResizer.ResizeDelegate)

Used to call a delegate twice, over two frames. This is an easy way to resize RectTransforms multiple times as they will often fail after the first resize due to Unity limitations. Note: this work-around may not be required for newer Unity versions.

Declaration
public static void Resize(RectTransformResizer.ResizeDelegate del)
Parameters
Type Name Description
RectTransformResizer.ResizeDelegate del

Delegate to invoke when resizing completes.


Struct ResettableRingBuffer.Enumerator

Struct ResettableRingBuffer<T>.Enumerator

Custom enumerator to prevent garbage collection.

Implements
System.Collections.Generic.IEnumerator<T>
System.Collections.IEnumerator
System.IDisposable
Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public struct Enumerator : IEnumerator<T>, IEnumerator, IDisposable

Properties

ActualIndex

Actual index of the last enumerated value.

Declaration
public readonly int ActualIndex { get; }
Property Value
Type Description
System.Int32

Current

Current entry in the enumerator.

Declaration
public T Current { readonly get; }
Property Value
Type Description
T

SimulatedIndex

Simulated index of the last enumerated value.

Declaration
public readonly int SimulatedIndex { get; }
Property Value
Type Description
System.Int32

Methods

Dispose()

Declaration
public void Dispose()

Initialize(ResettableRingBuffer<T>)

Declaration
public void Initialize(ResettableRingBuffer<T> c)
Parameters
Type Name Description
ResettableRingBuffer<T> c

MoveNext()

Declaration
public bool MoveNext()
Returns
Type Description
System.Boolean

Reset()

Resets read count.

Declaration
public void Reset()

Explicit Interface Implementations

IEnumerator.Current

Declaration
readonly object IEnumerator.Current { get; }
Returns
Type Description
System.Object

Implements

System.Collections.Generic.IEnumerator<T>
System.Collections.IEnumerator
System.IDisposable

Class ResettableRingBuffer

Class ResettableRingBuffer<T>

Writes values to a collection of a set size, overwriting old values as needed.

Inheritance
System.Object
ResettableRingBuffer<T>
Implements
IResettable
System.Collections.Generic.IEnumerable<T>
System.Collections.IEnumerable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class ResettableRingBuffer<T> : IResettable, IEnumerable<T>, IEnumerable where T : IResettable
Type Parameters
Name Description
T

Constructors

ResettableRingBuffer()

Declaration
public ResettableRingBuffer()

Fields

Capacity

Maximum size allowed to be used within collection. Collection length may be larger than this value due to re-using larger collections.

Declaration
public int Capacity
Field Value
Type Description
System.Int32

Collection

Collection being used.

Declaration
public T[] Collection
Field Value
Type Description
T[]

DEFAULT_CAPACITY

Default capacity when none is psecified.

Declaration
public const int DEFAULT_CAPACITY = 60
Field Value
Type Description
System.Int32

Properties

Count

Number of entries currently written.

Declaration
public int Count { get; }
Property Value
Type Description
System.Int32

Initialized

True if initialized.

Declaration
public bool Initialized { get; }
Property Value
Type Description
System.Boolean

Item[Int32]

Returns value in actual index as it relates to simulated index.

Declaration
public T this[int simulatedIndex] { get; set; }
Parameters
Type Name Description
System.Int32 simulatedIndex

Simulated index to return. A value of 0 would return the first simulated index in the collection.

Property Value
Type Description
T

WriteIndex

Current write index of the collection.

Declaration
public int WriteIndex { get; }
Property Value
Type Description
System.Int32

Methods

Add(T)

Adds an entry to the collection.

Declaration
public void Add(T data)
Parameters
Type Name Description
T data

Data to add.

Clear()

Clears the collection to default values and resets indexing.

Declaration
public void Clear()

GetEnumerator()

Returns Enumerator for the collection.

Declaration
public ResettableRingBuffer<T>.Enumerator GetEnumerator()
Returns
Type Description
ResettableRingBuffer.Enumerator<>

Initialize()

Initializes with default capacity.

Declaration
public void Initialize()

Initialize(Int32)

Initializes the collection at length.

Declaration
public void Initialize(int capacity)
Parameters
Type Name Description
System.Int32 capacity

Size to initialize the collection as. This cannot be changed after initialized.

InitializeState()

Declaration
public void InitializeState()

Insert(Int32, T)

Inserts an entry into the collection. This is can be an expensive operation on larger buffers.

Declaration
public void Insert(int simulatedIndex, T data)
Parameters
Type Name Description
System.Int32 simulatedIndex

Simulated index to return. A value of 0 would return the first simulated index in the collection.

T data

Data to insert.

RemoveRange(Boolean, Int32)

Removes values from the simulated start of the collection.

Declaration
public void RemoveRange(bool fromStart, int length)
Parameters
Type Name Description
System.Boolean fromStart

True to remove from the start, false to remove from the end.

System.Int32 length

Number of entries to remove.

Reset()

Resets the collection without clearing.

Declaration
[Obsolete("This method no longer functions. Use Clear() instead.")]
public void Reset()

ResetState()

Resets values when being placed in a cache.

Declaration
public void ResetState()

Explicit Interface Implementations

IEnumerable<T>.GetEnumerator()

Declaration
IEnumerator<T> IEnumerable<T>.GetEnumerator()
Returns
Type Description
System.Collections.Generic.IEnumerator<T>

IEnumerable.GetEnumerator()

Declaration
IEnumerator IEnumerable.GetEnumerator()
Returns
Type Description
System.Collections.IEnumerator

Implements

IResettable
System.Collections.Generic.IEnumerable<T>
System.Collections.IEnumerable

Extension Methods

Arrays.ToString<T>(IEnumerable<T>, String)

Struct RingBuffer.Enumerator

Struct RingBuffer<T>.Enumerator

Custom enumerator to prevent garbage collection.

Implements
System.Collections.Generic.IEnumerator<T>
System.Collections.IEnumerator
System.IDisposable
Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public struct Enumerator : IEnumerator<T>, IEnumerator, IDisposable

Properties

Current

Current entry in the enumerator.

Declaration
public T Current { readonly get; }
Property Value
Type Description
T

Methods

Dispose()

Declaration
public void Dispose()

Initialize(RingBuffer<T>)

Declaration
public void Initialize(RingBuffer<T> c)
Parameters
Type Name Description
RingBuffer<T> c

MoveNext()

Declaration
public bool MoveNext()
Returns
Type Description
System.Boolean

Reset()

Resets read count.

Declaration
public void Reset()

Explicit Interface Implementations

IEnumerator.Current

Declaration
readonly object IEnumerator.Current { get; }
Returns
Type Description
System.Object

Implements

System.Collections.Generic.IEnumerator<T>
System.Collections.IEnumerator
System.IDisposable

Class RingBuffer

Class RingBuffer<T>

Writes values to a collection of a set size, overwriting old values as needed.

Inheritance
System.Object
RingBuffer<T>
Implements
System.Collections.Generic.IEnumerable<T>
System.Collections.IEnumerable
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class RingBuffer<T> : IEnumerable<T>, IEnumerable
Type Parameters
Name Description
T

Constructors

RingBuffer()

Initializes with default capacity.

Declaration
public RingBuffer()

RingBuffer(Int32)

Initializes with a set capacity.

Declaration
public RingBuffer(int capacity)
Parameters
Type Name Description
System.Int32 capacity

Size to initialize the collection as. This cannot be changed after initialized.

Fields

Capacity

Maximum size of the collection.

Declaration
public int Capacity
Field Value
Type Description
System.Int32

Collection

Collection being used.

Declaration
public T[] Collection
Field Value
Type Description
T[]

DEFAULT_CAPACITY

Default capacity when none is psecified.

Declaration
public const int DEFAULT_CAPACITY = 60
Field Value
Type Description
System.Int32

Properties

Count

Number of entries currently written.

Declaration
public int Count { get; }
Property Value
Type Description
System.Int32

Initialized

True if initialized.

Declaration
public bool Initialized { get; }
Property Value
Type Description
System.Boolean

Item[Int32]

Returns value in actual index as it relates to simulated index.

Declaration
public T this[int simulatedIndex] { get; set; }
Parameters
Type Name Description
System.Int32 simulatedIndex

Simulated index to return. A value of 0 would return the first simulated index in the collection.

Property Value
Type Description
T

WriteIndex

Current write index of the collection.

Declaration
public int WriteIndex { get; }
Property Value
Type Description
System.Int32

Methods

Add(T)

Adds an entry to the collection, returning a replaced entry.

Declaration
public T Add(T data)
Parameters
Type Name Description
T data

Data to add.

Returns
Type Description
T

Replaced entry. Value will be default if no entry was replaced.

Clear()

Clears the collection to default values and resets indexing.

Declaration
public void Clear()

GetEnumerator()

Returns Enumerator for the collection.

Declaration
public RingBuffer<T>.Enumerator GetEnumerator()
Returns
Type Description
RingBuffer.Enumerator<>

Initialize()

Initializes with default capacity.

Declaration
public void Initialize()

Initialize(Int32)

Initializes the collection at length.

Declaration
public void Initialize(int capacity)
Parameters
Type Name Description
System.Int32 capacity

Size to initialize the collection as. This cannot be changed after initialized.

Insert(Int32, T)

Inserts an entry into the collection. This is can be an expensive operation on larger buffers.

Declaration
public T Insert(int simulatedIndex, T data)
Parameters
Type Name Description
System.Int32 simulatedIndex

Simulated index to return. A value of 0 would return the first simulated index in the collection.

T data

Data to insert.

Returns
Type Description
T

RemoveRange(Boolean, Int32)

Removes values from the simulated start of the collection.

Declaration
public void RemoveRange(bool fromStart, int length)
Parameters
Type Name Description
System.Boolean fromStart

True to remove from the start, false to remove from the end.

System.Int32 length

Number of entries to remove.

Reset()

Resets the collection without clearing.

Declaration
[Obsolete("This method no longer functions. Use Clear() instead.")]
public void Reset()

Explicit Interface Implementations

IEnumerable<T>.GetEnumerator()

Declaration
IEnumerator<T> IEnumerable<T>.GetEnumerator()
Returns
Type Description
System.Collections.Generic.IEnumerator<T>

IEnumerable.GetEnumerator()

Declaration
IEnumerator IEnumerable.GetEnumerator()
Returns
Type Description
System.Collections.IEnumerator

Implements

System.Collections.Generic.IEnumerable<T>
System.Collections.IEnumerable

Extension Methods

Arrays.ToString<T>(IEnumerable<T>, String)

Class SceneAttribute

Class SceneAttribute

Converts a string property into a Scene property in the inspector

Inheritance
System.Object
System.Attribute
UnityEngine.PropertyAttribute
SceneAttribute
Implements
System.Runtime.InteropServices._Attribute
Inherited Members
UnityEngine.PropertyAttribute.order
System.Attribute.Equals(System.Object)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttribute(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Boolean)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type)
System.Attribute.GetCustomAttributes(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.GetHashCode()
System.Attribute.IsDefaultAttribute()
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type)
System.Attribute.IsDefined(System.Reflection.Assembly, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.MemberInfo, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.Module, System.Type)
System.Attribute.IsDefined(System.Reflection.Module, System.Type, System.Boolean)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type)
System.Attribute.IsDefined(System.Reflection.ParameterInfo, System.Type, System.Boolean)
System.Attribute.Match(System.Object)
System.Attribute.System.Runtime.InteropServices._Attribute.GetIDsOfNames(System.Guid, System.IntPtr, System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfo(System.UInt32, System.UInt32, System.IntPtr)
System.Attribute.System.Runtime.InteropServices._Attribute.GetTypeInfoCount(System.UInt32)
System.Attribute.System.Runtime.InteropServices._Attribute.Invoke(System.UInt32, System.Guid, System.UInt32, System.Int16, System.IntPtr, System.IntPtr, System.IntPtr, System.IntPtr)
System.Attribute.TypeId
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class SceneAttribute : PropertyAttribute, _Attribute

Implements

System.Runtime.InteropServices._Attribute

Class ScrollbarValueSetter

Class ScrollbarValueSetter

Forces a scroolbar to a value over multiple frames. Often scrollbars will not stay at the right value when a recttransform is redrawn; this solves that problem.

Inheritance
System.Object
ScrollbarValueSetter
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class ScrollbarValueSetter

Constructors

ScrollbarValueSetter(Scrollbar, Int32)

Declaration
public ScrollbarValueSetter(Scrollbar sb, int fixFrames = 2)
Parameters
Type Name Description
UnityEngine.UI.Scrollbar sb
System.Int32 fixFrames

Methods

LateUpdate()

Checks to fix scrollbar value. Should be called every frame.

Declaration
public void LateUpdate()

SetValue(Single)

Sets value of the scrollbar.

Declaration
public void SetValue(float value)
Parameters
Type Name Description
System.Single value

Class SingletonScriptableObject

Class SingletonScriptableObject<T>

Creates a singleton instance of a scriptable object.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
SingletonScriptableObject<T>
Inherited Members
UnityEngine.ScriptableObject.SetDirty()
UnityEngine.ScriptableObject.CreateInstance(System.String)
UnityEngine.ScriptableObject.CreateInstance(System.Type)
UnityEngine.ScriptableObject.CreateInstance<T>()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public abstract class SingletonScriptableObject<T> : ScriptableObject where T : ScriptableObject
Type Parameters
Name Description
T

Properties

Instance

Declaration
public static T Instance { get; }
Property Value
Type Description
T

Class SmoothCameraTarget

Class SmoothCameraTarget

Moves smoothly to transform changes over ticks giving cameras something to follow.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
SmoothCameraTarget
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class SmoothCameraTarget : MonoBehaviour

Methods

GetDDOL()

Returns the current DDOL or creates one if not yet created.

Declaration
public static DDOL GetDDOL()
Returns
Type Description
DDOL

Class TimedOperation

Class TimedOperation

Limits how often an operation can be performed through TryUseOperation.

Inheritance
System.Object
TimedOperation
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
public class TimedOperation

Constructors

TimedOperation(Single, Boolean)

Declaration
public TimedOperation(float interval, bool scaledTime = false)
Parameters
Type Name Description
System.Single interval

Interval frequency to allow operations.

System.Boolean scaledTime

True to compare against scaled time.

Methods

TryUseOperation()

Returns if can perform operation at the configured interval.

Declaration
public bool TryUseOperation()
Returns
Type Description
System.Boolean

TryUseOperation(String)

Returns if can perform operation at the configured interval for the specified key.

Declaration
public bool TryUseOperation(string key)
Parameters
Type Name Description
System.String key
Returns
Type Description
System.Boolean

Struct UIntRange

Struct UIntRange

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
[Serializable]
public struct UIntRange

Constructors

UIntRange(UInt32, UInt32)

Declaration
public UIntRange(uint minimum, uint maximum)
Parameters
Type Name Description
System.UInt32 minimum
System.UInt32 maximum

Fields

Maximum

Maximum range.

Declaration
public uint Maximum
Field Value
Type Description
System.UInt32

Minimum

Minimum range.

Declaration
public uint Minimum
Field Value
Type Description
System.UInt32

Methods

Clamp(UInt32)

Clamps value between Minimum and Maximum.

Declaration
public uint Clamp(uint value)
Parameters
Type Name Description
System.UInt32 value
Returns
Type Description
System.UInt32

InRange(UInt32)

True if value is within range of Minimum and Maximum.

Declaration
public bool InRange(uint value)
Parameters
Type Name Description
System.UInt32 value
Returns
Type Description
System.Boolean

RandomExclusive()

Returns an exclusive random value between Minimum and Maximum.

Declaration
public uint RandomExclusive()
Returns
Type Description
System.UInt32

RandomInclusive()

Returns an inclusive random value between Minimum and Maximum.

Declaration
public uint RandomInclusive()
Returns
Type Description
System.UInt32

Struct Vector2Range

Struct Vector2Range

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GameKit.Dependencies.Utilities.Types
Assembly: GameKit.Dependencies.dll
Syntax
[Serializable]
public struct Vector2Range

Constructors

Vector2Range(FloatRange, FloatRange)

Declaration
public Vector2Range(FloatRange minimum, FloatRange maximum)
Parameters
Type Name Description
FloatRange minimum
FloatRange maximum

Vector2Range(Vector2, Vector2)

Declaration
public Vector2Range(Vector2 minimum, Vector2 maximum)
Parameters
Type Name Description
UnityEngine.Vector2 minimum
UnityEngine.Vector2 maximum

Fields

X

Minimum range.

Declaration
public FloatRange X
Field Value
Type Description
FloatRange

Y

Maximum range.

Declaration
public FloatRange Y
Field Value
Type Description
FloatRange

Methods

RandomInclusive()

Returns a random value between Minimum and Maximum.

Declaration
public Vector2 RandomInclusive()
Returns
Type Description
UnityEngine.Vector2

Namespace GameKit.Dependencies.Utilities.Types

Namespace GameKit.Dependencies.Utilities.Types

Classes

CanvasGroupFader

CanvasTracker

Used to track generic canvases and their states.

DDOL

RectTransformResizer

Gameplay canvases register to this manager.

RectTransformResizer.ResizeData

ResettableRingBuffer<T>

Writes values to a collection of a set size, overwriting old values as needed.

RingBuffer<T>

Writes values to a collection of a set size, overwriting old values as needed.

SceneAttribute

Converts a string property into a Scene property in the inspector

ScrollbarValueSetter

Forces a scroolbar to a value over multiple frames. Often scrollbars will not stay at the right value when a recttransform is redrawn; this solves that problem.

SingletonScriptableObject<T>

Creates a singleton instance of a scriptable object.

SmoothCameraTarget

Moves smoothly to transform changes over ticks giving cameras something to follow.

TimedOperation

Limits how often an operation can be performed through TryUseOperation.

Structs

ByteRange

FloatRange

FloatRange2D

IntRange

ResettableRingBuffer<T>.Enumerator

Custom enumerator to prevent garbage collection.

RingBuffer<T>.Enumerator

Custom enumerator to prevent garbage collection.

UIntRange

Vector2Range

Interfaces

IOrderable

Enums

CanvasGroupFader.FadeGoalType

Current fade state or goal for this class.

Delegates

RectTransformResizer.ResizeDelegate

Delegate for resizing RectTransforms.


Class UInts

Class UInts

Various utility classes relating to floats.

Inheritance
System.Object
UInts
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class UInts

Methods

Clamp(UInt32, UInt32, UInt32)

Returns a clamped int within a specified range.

Declaration
public static uint Clamp(uint value, uint minimum, uint maximum)
Parameters
Type Name Description
System.UInt32 value

Value to clamp.

System.UInt32 minimum

Minimum value.

System.UInt32 maximum

Maximum value.

Returns
Type Description
System.UInt32

Min(UInt32, UInt32)

Returns whichever value is lower.

Declaration
public static uint Min(uint a, uint b)
Parameters
Type Name Description
System.UInt32 a
System.UInt32 b
Returns
Type Description
System.UInt32

Pad(UInt32, Int32)

Pads an index a specified value. Preferred over typical padding so that pad values used with skins can be easily found in the code.

Declaration
public static string Pad(this uint value, int padding)
Parameters
Type Name Description
System.UInt32 value
System.Int32 padding
Returns
Type Description
System.String

RandomExclusiveRange(UInt32, UInt32)

Provides a random exclusive int within a given range. Preferred over Unity's Random to eliminate confusion as Unity uses inclusive for floats max, and exclusive for int max.

Declaration
public static uint RandomExclusiveRange(uint minimum, uint maximum)
Parameters
Type Name Description
System.UInt32 minimum

Inclusive minimum value.

System.UInt32 maximum

Exclusive maximum value.

Returns
Type Description
System.UInt32

RandomInclusiveRange(UInt32, UInt32)

Provides a random inclusive int within a given range. Preferred over Unity's Random to eliminate confusion as Unity uses inclusive for floats max, and exclusive for int max.

Declaration
public static uint RandomInclusiveRange(uint minimum, uint maximum)
Parameters
Type Name Description
System.UInt32 minimum

Inclusive minimum value.

System.UInt32 maximum

Inclusive maximum value.

Returns
Type Description
System.UInt32

ValuesMatch(UInt32[])

Determins if all values passed in are the same.

Declaration
public static bool ValuesMatch(params uint[] values)
Parameters
Type Name Description
System.UInt32[] values

Values to check.

Returns
Type Description
System.Boolean

True if all values are the same.


Class Vectors

Class Vectors

Inheritance
System.Object
Vectors
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class Vectors

Methods

Add(Vector3, Vector2)

Adds a Vector2 X/Y onto a Vector3.

Declaration
public static Vector3 Add(this Vector3 v3, Vector2 v2)
Parameters
Type Name Description
UnityEngine.Vector3 v3
UnityEngine.Vector2 v2
Returns
Type Description
UnityEngine.Vector3

FastDistance(Vector3, Vector3)

Fast Distance.

Declaration
public static float FastDistance(Vector3 a, Vector3 b)
Parameters
Type Name Description
UnityEngine.Vector3 a
UnityEngine.Vector3 b
Returns
Type Description
System.Single

FastNormalize(Vector3)

Fast Normalize.

Declaration
public static Vector3 FastNormalize(Vector3 value)
Parameters
Type Name Description
UnityEngine.Vector3 value
Returns
Type Description
UnityEngine.Vector3

FastSqrMagnitude(Vector3)

Fast SqrMagnitude.

Declaration
public static float FastSqrMagnitude(Vector3 vector)
Parameters
Type Name Description
UnityEngine.Vector3 vector
Returns
Type Description
System.Single

GetRate(Vector2, Vector2, Single, out Single, UInt32)

Returns how fast an object must move over duration to reach goal.

Declaration
public static float GetRate(this Vector2 a, Vector2 goal, float duration, out float distance, uint interval = 1U)
Parameters
Type Name Description
UnityEngine.Vector2 a
UnityEngine.Vector2 goal

Vector3 to measure distance against.

System.Single duration

How long it should take to move to goal.

System.Single distance
System.UInt32 interval

A multiplier applied towards interval. Typically this is used for ticks passed.

Returns
Type Description
System.Single

GetRate(Vector3, Vector3, Single, out Single, UInt32)

Returns how fast an object must move over duration to reach goal.

Declaration
public static float GetRate(this Vector3 a, Vector3 b, float duration, out float distance, uint interval = 1U)
Parameters
Type Name Description
UnityEngine.Vector3 a
UnityEngine.Vector3 b

Vector3 to measure distance against.

System.Single duration

How long it should take to move to goal.

System.Single distance
System.UInt32 interval

A multiplier applied towards interval. Typically this is used for ticks passed.

Returns
Type Description
System.Single

InverseLerp(Vector3, Vector3, Vector3)

Calculates the linear parameter t that produces the interpolant value within the range [a, b].

Declaration
public static float InverseLerp(Vector3 a, Vector3 b, Vector3 value)
Parameters
Type Name Description
UnityEngine.Vector3 a
UnityEngine.Vector3 b
UnityEngine.Vector3 value
Returns
Type Description
System.Single

IsNan(Vector3)

Returns if any values within a Vector3 are NaN.

Declaration
public static bool IsNan(this Vector3 source)
Parameters
Type Name Description
UnityEngine.Vector3 source
Returns
Type Description
System.Boolean

Lerp2(Vector2[], Single)

Lerp between three Vector2 values.

Declaration
public static Vector2 Lerp2(Vector2[] vectors, float percent)
Parameters
Type Name Description
UnityEngine.Vector2[] vectors
System.Single percent
Returns
Type Description
UnityEngine.Vector2

Lerp3(Vector2, Vector2, Vector2, Single)

Lerp between three Vector2 values.

Declaration
public static Vector2 Lerp3(Vector2 a, Vector2 b, Vector2 c, float percent)
Parameters
Type Name Description
UnityEngine.Vector2 a
UnityEngine.Vector2 b
UnityEngine.Vector2 c
System.Single percent
Returns
Type Description
UnityEngine.Vector2

Lerp3(Vector3, Vector3, Vector3, Single)

Lerp between three Vector3 values.

Declaration
public static Vector3 Lerp3(Vector3 a, Vector3 b, Vector3 c, float percent)
Parameters
Type Name Description
UnityEngine.Vector3 a
UnityEngine.Vector3 b
UnityEngine.Vector3 c
System.Single percent
Returns
Type Description
UnityEngine.Vector3

Lerp3(Vector3[], Single)

Lerp between three Vector3 values.

Declaration
public static Vector3 Lerp3(Vector3[] vectors, float percent)
Parameters
Type Name Description
UnityEngine.Vector3[] vectors
System.Single percent
Returns
Type Description
UnityEngine.Vector3

Multiply(Vector2, Vector2)

Multiplies a Vector2 by another.

Declaration
public static Vector2 Multiply(this Vector2 src, Vector2 multiplier)
Parameters
Type Name Description
UnityEngine.Vector2 src
UnityEngine.Vector2 multiplier
Returns
Type Description
UnityEngine.Vector2

Multiply(Vector3, Vector3)

Multiplies a Vector3 by another.

Declaration
public static Vector3 Multiply(this Vector3 src, Vector3 multiplier)
Parameters
Type Name Description
UnityEngine.Vector3 src
UnityEngine.Vector3 multiplier
Returns
Type Description
UnityEngine.Vector3

Near(Vector3, Vector3, Single)

Returns if the target Vector3 is within variance of the source Vector3.

Declaration
public static bool Near(this Vector3 a, Vector3 b, float tolerance = 0.01F)
Parameters
Type Name Description
UnityEngine.Vector3 a

Source vector.

UnityEngine.Vector3 b

Target vector.

System.Single tolerance

How close the target vector must be to be considered close.

Returns
Type Description
System.Boolean

Subtract(Vector3, Vector2)

Subtracts a Vector2 X/Y from a Vector3.

Declaration
public static Vector3 Subtract(this Vector3 v3, Vector2 v2)
Parameters
Type Name Description
UnityEngine.Vector3 v3
UnityEngine.Vector2 v2
Returns
Type Description
UnityEngine.Vector3

Class WeightedRandom

Class WeightedRandom

Inheritance
System.Object
WeightedRandom
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: GameKit.Dependencies.Utilities
Assembly: GameKit.Dependencies.dll
Syntax
public static class WeightedRandom

Methods

GetEntries<T>(List<T>, IntRange, ref Dictionary<T, UInt32>, Boolean)

Gets random entries by weight.

Declaration
public static void GetEntries<T>(List<T> source, IntRange countRange, ref Dictionary<T, uint> results, bool allowRepeatingDrops = false)
    where T : IWeighted
Parameters
Type Name Description
System.Collections.Generic.List<T> source

Entries to pull from.

IntRange countRange

Number of entries to get.

System.Collections.Generic.Dictionary<T, System.UInt32> results

Results of entries. Key is the entry, Value is the number of drops.

System.Boolean allowRepeatingDrops

True to allow the same entry to be included within results more than once.

Type Parameters
Name Description
T

Namespace GameKit.Dependencies.Utilities

Namespace GameKit.Dependencies.Utilities

Classes

ApplicationState

Arrays

BasicQueue<T>

Unity 2022 has a bug where codegen will not compile when referencing a Queue type, while also targeting .Net as the framework API. As a work around this class is used for queues instead.

Booleans

Bytes

Various utility classes relating to floats.

CanvaseGroups

CollectionCaches<T>

Caches collections of a single generic.

CollectionCaches<T1, T2>

Caches collections of multiple generics.

Collider2DExtensions

ColliderExtensions

DictionaryFN

Disks

Enums

Floats

Hashing

Ints

Various utility classes relating to floats.

IOs

Layers

LayoutGroups

Materials

Maths

ObjectCaches<T>

Caches objects of a single generic.

Objects

Particles

PointerMonoBehaviour

Quaternions

ResettableCollectionCaches<T>

Caches collections of a single generic.

ResettableCollectionCaches<T1, T2>

Caches collections of multiple generics.

ResettableObjectCaches<T>

Caches objects of a single generic.

ResettableT1CollectionCaches<T1, T2>

Caches collections of multiple generics.

ResettableT2CollectionCaches<T1, T2>

Caches collections of multiple generics.

Strings

Transforms

UInts

Various utility classes relating to floats.

Vectors

WeightedRandom

Interfaces

IResettable

Implement to use type with Caches.

IWeighted

Enums

CanvasGroupBlockingType

Ways a CanvasGroup can have it's blocking properties modified.


Namespace FishNet

Namespace FishNet

Classes

InstanceFinder

Used to globally get information from the first found instance of NetworkManager.